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Proto:The Legend of Zelda: Ocarina of Time Master Quest/Debug Text/File 0028 (Code)

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This is a sub-page of Proto:The Legend of Zelda: Ocarina of Time Master Quest/Debug Text.

Camera Display Strings

Text Translation
NONE NONE
NORMAL0 NORMAL0
NORMAL1 NORMAL1
DUNGEON0 DUNGEON0
DUNGEON1 DUNGEON1
NORMAL3 NORMAL3
HORSE0 HORSE0
BOSS_GOMA BOSS_GOHMA
BOSS_DODO BOSS_DODONGO
BOSS_BARI BOSS_BARINADE
BOSS_FGANON BOSS_PHANTOMGANON
BOSS_BAL BOSS_VOLVAGIA
BOSS_SHADES BOSS_BONGOBONGO
BOSS_MOFA BOSS_MORPHA
BOSS_TWIN0 BOSS_TWINROVA0
BOSS_TWIN1 BOSS_TWINROVA1
BOSS_GANON1 BOSS_GANON1
BOSS_GANON2 BOSS_GANON2
TOWER0 TOWER0
TOWER1 TOWER1
FIXED0 FIXED0
FIXED1 FIXED1
CIRCLE0 CIRCLE0
CIRCLE2 CIRCLE2
CIRCLE3 CIRCLE3
PREREND0 PRERENDER0
PREREND1 PRERENDER1
PREREND3 PRERENDER3
DOOR0 DOOR0
DOORC DOORC
RAIL3 PATH3
START0 START0
START1 START1
FREE0 FREE0
FREE2 FREE2
CIRCLE4 CIRCLE4
CIRCLE5 CIRCLE5
DEMO0 DEMO0
DEMO1 DEMO1
MORI1 FOREST1
ITEM0 ITEM0
ITEM1 ITEM1
DEMO3 DEMO3
DEMO4 DEMO4
UFOBEAN UFOBEAN
LIFTBEAN LIFTBEAN
SCENE0 SCENE0
SCENE1 SCENE1
HIDAN1 FIREDUNGEON1
HIDAN2 FIREDUNGEON2
MORI2 FOREST2
MORI3 FOREST3
TAKO OCTOPUS
SPOT05A SPOT05A
SPOT05B SPOT05B
HIDAN3 FIREDUNGEON3
ITEM2 ITEM2
CIRCLE6 CIRCLE6
NORMAL2 NORMAL2
FISHING FISHING
DEMOC DEMOC
UO_FIBER UO_FIBER
DUNGEON2 DUNGEON2
TEPPEN SUMMIT
CIRCLE7 CIRCLE7
NORMAL4 NORMAL4
NORMAL NORMAL
PARALLEL PARALLEL
KEEPON LOCKON
TALK TALK
BATTLE BATTLE
CLIMB CLIMB
SUBJECT SUBJECT
BOWARROW BOWARROW
BOWARROWZ BOWARROW+Z
FOOKSHOT HOOKSHOT
BOOMERANG BOOMERANG
PACHINCO SLINGSHOT
CLIMBZ CLIMB+Z
JUMP JUMP
HANG HANG
HANGZ HANG+Z
FREEFALL FREEFALL
CHARGE CHARGE
STILL STILL
PUSHPULL PUSHPULL
BOOKEEPON BOWLOCKON
NONE NONE
NORM0() NORM0()
NORM1() NORM1()
NORM2() NORM2()
NORM3() NORM3()
NORM4() NORM4()
PARA0() PARA0()
PARA1() PARA1()
PARA2() PARA2()
PARA3() PARA3()
PARA4() PARA4()
KEEP0() LOCK0()
KEEP1() LOCK1()
KEEP2() LOCK2()
KEEP3() LOCK3()
KEEP4() LOCK4()
SUBJ0() SUBJECT0()
SUBJ1() SUBJECT1()
SUBJ2() SUBJECT2()
SUBJ3() SUBJECT3()
SUBJ4() SUBJECT4()
JUMP0() JUMP0()
JUMP1() JUMP1()
JUMP2() JUMP2()
JUMP3() JUMP3()
JUMP4() JUMP4()
BATT0() BATTLE0()
BATT1() BATTLE1()
BATT2() BATTLE2()
BATT3() BATTLE3()
BATT4() BATTLE4()
FIXD0() FIXED0()
FIXD1() FIXED1()
FIXD2() FIXED2()
FIXD3() FIXED3()
FIXD4() FIXED4()
DATA0() DATA0()
DATA1() DATA1()
DATA2() DATA2()
DATA3() DATA3()
DATA4() DATA4()
UNIQ0() UNIQUE0()
UNIQ1() UNIQUE1()
UNIQ2() UNIQUE2()
UNIQ3() UNIQUE3()
UNIQ4() UNIQUE4()
UNIQ5() UNIQUE5()
UNIQ6() UNIQUE6()
UNIQ7() UNIQUE7()
UNIQ8() UNIQUE8()
UNIQ9() UNIQUE9()
DEMO0() DEMO0()
DEMO1() DEMO1()
DEMO2() DEMO2()
DEMO3() DEMO3()
DEMO4() DEMO4()
DEMO5() DEMO5()
DEMO6() DEMO6()
DEMO7() DEMO7()
DEMO8() DEMO8()
DEMO9() DEMO9()
SPEC0() SPECIAL0()
SPEC1() SPECIAL1()
SPEC2() SPECIAL2()
SPEC3() SPECIAL3()
SPEC4() SPECIAL4()
SPEC5() SPECIAL5()
SPEC6() SPECIAL6()
SPEC7() SPECIAL7()
SPEC8() SPECIAL8()
SPEC9() SPECIAL9()

Camera Editor Strings

Text Translation
フレ-ム Frame
Œキ- / Key /
(センタ-テン) (Center Point)
(ゲンテン) (Starting Point)
Œ(プレイヤ-) Œ(Player)
(イチアワセ) (Alignment)
(セッテイ) (Settings)
(キャッカン) (Object)
ŒポイントNo. Point No.
ガカク Viewing Angle
ŒNフレ-ム ŒN Frame
Zカイテン Z Rotation
Œモ-ド Mode
Rチュウシン R Focus
Pジカン P Time
キョリ Range
Xカイテン X Rotation
Yカイテン Y Rotation
Œフレ-ム Frame
Œト-タル Total
Œキ- Key

Audio Debugger Strings

Text
Sound Control
Spec Info
Heap Info
Grp Track Info
Sub Track Info
Channel Info
Interface Info
SE Flag Swap
Block Change BGM
Natural Sound Control
Ocarina Test
SE Parameter Change
Scroll Print
Free Area
PLAYER
ITEM
ENVIROMENT
ENEMY
SYSTEM
OCARINA
VOICE
W-STEREO
HEADPHONE
3D SOUND
MONO
SWAP
STBY
[41;37m<INAGAKI CHECK> dist over! flag:%04X ptr:%08X pos:%f-%f-%f
SEQ H
L

Unknown

Text
../z_en_a_keep.c
../z_en_a_keep.c
../z_en_a_keep.c


Text
../z_en_item00.c
../z_en_item00.c
../z_en_item00.c
../z_en_item00.c
../z_en_item00.c
../z_en_item00.c
../z_en_item00.c
../z_en_item00.c
../z_en_item00.c
../z_en_item00.c
../z_en_item00.c
../z_en_item00.c
../z_en_item00.c


Text Translation
ブラ─頂点追加処理:テーブルオーバー %d blur vertex addition handler: table exceeded %d
ブラ─空白追加処理:テーブルオーバー %d blur space addition handler: table exceeded %d
../z_eff_blure.c ../z_eff_blure.c
../z_eff_blure.c ../z_eff_blure.c
../z_eff_blure.c ../z_eff_blure.c
z_eff_blure.c::SQ_NoInterpolate_disp() 頂点確保できず。 z_eff_blure.c::SQ_NoInterpolate_disp() vertex could not be reserved.
../z_eff_blure.c ../z_eff_blure.c
../z_eff_blure.c ../z_eff_blure.c
index - 1 >= 0 index - 1 >= 0
../z_eff_blure.c ../z_eff_blure.c
index + 2 < this2->now_edge_num index + 2 < this2->now_edge_num
../z_eff_blure.c ../z_eff_blure.c
z_eff_blure.c::SQ_HermiteInterpolate_disp() 頂点確保できず。 z_eff_blure.c::SQ_HermiteInterpolate_disp() vertex could not be reserved.
../z_eff_blure.c ../z_eff_blure.c
../z_eff_blure.c ../z_eff_blure.c
../z_eff_blure.c ../z_eff_blure.c
../z_eff_blure.c ../z_eff_blure.c
../z_eff_blure.c ../z_eff_blure.c
../z_eff_blure.c ../z_eff_blure.c
../z_eff_blure.c ../z_eff_blure.c
../z_eff_blure.c ../z_eff_blure.c
EffectBlureInfo2_disp_makeDisplayList()マトリックス取れないので,強制終了 EffectBlureInfo2_disp_makeDisplayList() matrix could not be obtained, force end
../z_eff_blure.c ../z_eff_blure.c
ブラ─表示:頂点確保できず。強制終了 blur display: vertex could not be reserved. force end
../z_eff_blure.c ../z_eff_blure.c
ブラ─表示:頂点テーブル確保できず blur display: vertex table could not be reserved
../z_eff_blure.c ../z_eff_blure.c


Text Translation
[31m [31m
EffectShieldParticle_ct():パーティクル数がオーバしてます。 EffectShieldParticle_ct(): particle count exceeded.
../z_eff_shield_particle.c ../z_eff_shield_particle.c
../z_eff_shield_particle.c ../z_eff_shield_particle.c
spark():u_div,v_div 0では困る。 spark():u_div,v_div 0では困る。
table_sizeオーバー table_size exceeded
EffectSparkInfo_proc():Spark Pointer is NULL EffectSparkInfo_proc():Spark Pointer is NULL
../z_eff_spark.c ../z_eff_spark.c
EffectSparkInfo_disp():メモリー確保失敗 graph_malloc EffectSparkInfo_disp(): memory reserve failure graph_malloc
../z_eff_spark.c ../z_eff_spark.c
../z_eff_ss_dead.c ../z_eff_ss_dead.c
../z_eff_ss_dead.c ../z_eff_ss_dead.c
../z_eff_ss_dead.c ../z_eff_ss_dead.c
../z_eff_ss_dead.c ../z_eff_ss_dead.c
../z_eff_ss_dead.c ../z_eff_ss_dead.c
../z_eff_ss_dead.c ../z_eff_ss_dead.c
../z_eff_ss_dead.c ../z_eff_ss_dead.c
../z_eff_ss_dead.c ../z_eff_ss_dead.c
../z_eff_ss_dead.c ../z_eff_ss_dead.c
../z_eff_ss_dead.c ../z_eff_ss_dead.c
../z_eff_ss_dead.c ../z_eff_ss_dead.c
../z_eff_ss_dead.c ../z_eff_ss_dead.c
EffectAdd():確保できません。注意してください。Type%d EffectAdd(): cannot reserve. please be cautious. Type%d
エフェクト追加せずに終了します。 ended without effect addition.
エフェクト総て解放 complete effect deallocation
エフェクト総て解放 終了 complete effect deallocation end
effect index %3d:size=%6dbyte romsize=%6dbyte effect index %3d:size=%6dbyte romsize=%6dbyte
../z_effect_soft_sprite.c ../z_effect_soft_sprite.c
EffectSS2Info.data_table != NULL EffectSS2Info.data_table != NULL
../z_effect_soft_sprite.c ../z_effect_soft_sprite.c
../z_effect_soft_sprite.c ../z_effect_soft_sprite.c
type < EFFECT_SS2_TYPE_LAST_LABEL type < EFFECT_SS2_TYPE_LAST_LABEL
../z_effect_soft_sprite.c ../z_effect_soft_sprite.c
EffectSoftSprite2_makeEffect():オーバーレイではありません。 EffectSoftSprite2_makeEffect(): isn't an overlay.
../z_effect_soft_sprite.c ../z_effect_soft_sprite.c
[31m [31m
EffectSoftSprite2_makeEffect():zelda_malloc_r()により,%dbyteのメモリ確保ができません。そのため、プログラムのロードも出来ません。ただいま危険な状態です!もちろん,エフェクトも出ません。 EffectSoftSprite2_makeEffect():zelda_malloc_r() cannot reserve %d byte memory. this means the program cannot be loaded. a dangerous situation! effects won't appear either, naturally.
[32m [32m
EFFECT SS OVL:SegRom %08x %08x, Seg %08x %08x, RamStart %08x, type: %d EFFECT SS OVL:SegRom %08x %08x, Seg %08x %08x, RamStart %08x, type: %d
EffectSoftSprite2_makeEffect():すでにエフェクトはロード済みですが,コンストラクターがNULLなので追加をやめます。直してください。(メモリーの無駄) %08x %d EffectSoftSprite2_makeEffect(): effect has already finished loading, but constructor is null, so addition will be stopped. please fix.(waste of memory) %08x %d
[32m [32m
EffectSoftSprite2_makeEffect():何らかの理由でコンストラクト失敗。コンストラクターがエラーを返しました。エフェクトの追加を中止します。 EffectSoftSprite2_makeEffect(): construction failed for some reason. constructor returned an error. effect addition will be stopped.
[31m [31m
EffectSoftSprite2_disp():位置が領域外のため 削除します。エフェクトラベルNo.%d:プログラムの方で対応をお願いします。ここです ==> pos(%f, %f, %f)で、ラベルはz_effect_soft_sprite_dlftbls.declにあります。 EffectSoftSprite2_disp(): position is outside of range, so deletion will occur. effect label No.%d: プログラムの方で対応をお願いします。at ==> pos(%f, %f, %f), label is in z_effect_soft_sprite_dlftbls.decl.
[32m [32m
もし、posを別のことに使っている場合相談に応じます。 if pos is being used by something else, 相談に応じます。
../z_effect_soft_sprite_old_init.c ../z_effect_soft_sprite_old_init.c
../z_effect_soft_sprite_old_init.c ../z_effect_soft_sprite_old_init.c

Flag Set Strings

Text
event_chk_inf[0]
event_chk_inf[1]
event_chk_inf[2]
event_chk_inf[3]
event_chk_inf[4]
event_chk_inf[5]
event_chk_inf[6]
event_chk_inf[7]
event_chk_inf[8]
event_chk_inf[9]
event_chk_inf[10]
event_chk_inf[11]
event_chk_inf[12]
event_chk_inf[13]
item_get_inf[0]
item_get_inf[1]
item_get_inf[2]
item_get_inf[3]
inf_table[0]
inf_table[1]
inf_table[2]
inf_table[3]
inf_table[4]
inf_table[5]
inf_table[6]
inf_table[7]
inf_table[8]
inf_table[9]
inf_table[10]
inf_table[11]
inf_table[12]
inf_table[13]
inf_table[14]
inf_table[15]
inf_table[16]
inf_table[17]
inf_table[18]
inf_table[19]
inf_table[20]
inf_table[21]
inf_table[22]
inf_table[23]
inf_table[24]
inf_table[25]
inf_table[26]
inf_table[27]
inf_table[28]
inf_table[29]
event_inf[0]
event_inf[1]
event_inf[2]
event_inf[3]
../flg_set.c
../flg_set.c

DLF Strings

Text Translation
既にリンクされています already linked
ロードに失敗しました loading failed
[32m [32m
OVL(d):Seg:%08x-%08x Ram:%08x-%08x Off:%08x %s OVL(d):Seg:%08x-%08x Ram:%08x-%08x Off:%08x %s
../z_DLF.c ../z_DLF.c

Actor Strings

Text Translation
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
Actorクラス デストラクトがありません [%s] actor class destruct doesn't exist [%s]
z_actor.c 3529 eye=[%f(%f) %f %f] object=[%f %f %f] light_direction=[%f %f %f] z_actor.c 3529 eye=[%f(%f) %f %f] object=[%f %f %f] light_direction=[%f %f %f]
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
z_actor.c 3637 game_play->view.eye=[%f(%f) %f %f] z_actor.c 3637 game_play->view.eye=[%f(%f) %f %f]
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
-------- DISPLAY Y=%f -------- DISPLAY Y=%f
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
MaxProfile == ACTOR_DLF_MAX MaxProfile == ACTOR_DLF_MAX
../z_actor.c ../z_actor.c
ACTOR NAME is NULL ACTOR NAME is NULL
アクターの名前(%08x:%s) actor name (%08x:%s)
コメント:%s comment: %s
ACTOR NAME %08x:%s ACTOR NAME %08x:%s
Actor_draw Actor_draw
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
魔法のメガネ START magic lens START
魔法のメガネ 見えないActor表示 START magic lens invisible actor display START
魔法のメガネ 見えないActor表示 magic lens invisible actor display
魔法のメガネ 見えないActor表示 END magic lens invisible actor display END
青い眼鏡(外側) blue lens (exterior)
青い眼鏡(外側) blue lens (exterior)
魔法のメガネ END magic lens END
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
invisible_actor_counter < INVISIBLE_ACTOR_MAX invisible_actor_counter < INVISIBLE_ACTOR_MAX
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
絶対魔法領域解放 absolute magic field deallocation
../z_actor.c ../z_actor.c
[36m [36m
アクタークライアントが0になりました actor client is now 0
オーバーレイ解放しません overlay not deallocated
絶対魔法領域確保なので解放しません reserved for absolute magic field, therefore not deallocated
オーバーレイ解放します overlay deallocated
../z_actor.c ../z_actor.c
アクタークライアントはあと %d 残っています actor client has %d remaining
profile < ACTOR_DLF_MAX profile < ACTOR_DLF_MAX
../z_actor.c ../z_actor.c
アクタークラス追加 [%d:%s] actor class addition [%d:%s]
[43;30mActorセット数オーバー [43;30m actor set count over
オーバーレイではありません not an overlay
既にロードされています already loaded
actor_segsize <= AM_FIELD_SIZE actor_segsize <= AM_FIELD_SIZE
../z_actor.c ../z_actor.c
AMF:絶対魔法領域 AMF: absolute magic field
絶対魔法領域確保 %d バイト確保 absolute magic field reserve %d bytes reserved
[41;37mActorプログラムメモリが確保できません [41;37m actor program memory cannot be reserved
[32m [32m
OVL(a):Seg:%08x-%08x Ram:%08x-%08x Off:%08x %s OVL(a):Seg:%08x-%08x Ram:%08x-%08x Off:%08x %s
[41;37mデータバンク無し!!<データバンク=%d>(profilep->bank=%d) [41;37m no data bank!! (profilep->bank=%d)
[41;37mActorクラス確保できません! %s <サイズ=%dバイト> [41;37m actor class cannot be reserved! %s <size=%d bytes>
actor_dlftbl->clients < 255 actor_dlftbl->clients < 255
../z_actor.c ../z_actor.c
アクタークライアントは %d 個目です actor client is number %d
アクタークラス削除 [%s] actor class delete [%s]
../z_actor.c ../z_actor.c
オーバーレイではありません not an overlay
actor_dlftbl->allocp != NULL actor_dlftbl->allocp != NULL
../z_actor.c ../z_actor.c
actor_dlftbl->clients > 0 actor_dlftbl->clients > 0
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_actor.c ../z_actor.c
../z_cheap_proc.c ../z_cheap_proc.c
../z_cheap_proc.c ../z_cheap_proc.c
../z_cheap_proc.c ../z_cheap_proc.c
../z_cheap_proc.c ../z_cheap_proc.c
../z_cheap_proc.c ../z_cheap_proc.c
../z_cheap_proc.c ../z_cheap_proc.c


Text
Player
En_Test
En_GirlA
En_Part
En_Light
En_Door
En_Box
Bg_Dy_Yoseizo
Bg_Hidan_Firewall
En_Poh
En_Okuta
Bg_Ydan_Sp
En_Bom
En_Wallmas
En_Dodongo
En_Firefly
En_Horse
En_Item00
En_Arrow
En_Elf
En_Niw
En_Tite
En_Reeba
En_Peehat
En_Butte
En_Insect
En_Fish
En_Holl
En_Scene_Change
En_Zf
En_Hata
Boss_Dodongo
Boss_Goma
En_Zl1
En_Viewer
En_Goma
Bg_Pushbox
En_Bubble
Door_Shutter
En_Dodojr
En_Bdfire
En_Boom
En_Torch2
En_Bili
En_Tp
En_St
En_Bw
En_A_Obj
En_Eiyer
En_River_Sound
En_Horse_Normal
En_Ossan
Bg_Treemouth
Bg_Dodoago
Bg_Hidan_Dalm
Bg_Hidan_Hrock
En_Horse_Ganon
Bg_Hidan_Rock
Bg_Hidan_Rsekizou
Bg_Hidan_Sekizou
Bg_Hidan_Sima
Bg_Hidan_Syoku
En_Xc
Bg_Hidan_Curtain
Bg_Spot00_Hanebasi
En_Mb
En_Bombf
En_Zl2
Bg_Hidan_Fslift
En_OE2
Bg_Ydan_Hasi
Bg_Ydan_Maruta
Boss_Ganondrof
En_Am
En_Dekubaba
En_M_Fire1
En_M_Thunder
Bg_Ddan_Jd
Bg_Breakwall
En_Jj
En_Horse_Zelda
Bg_Ddan_Kd
Door_Warp1
Obj_Syokudai
Item_B_Heart
En_Dekunuts
Bg_Menkuri_Kaiten
Bg_Menkuri_Eye
En_Vali
Bg_Mizu_Movebg
Bg_Mizu_Water
Arms_Hook
En_fHG
Bg_Mori_Hineri
En_Bb
Bg_Toki_Hikari
En_Yukabyun
Bg_Toki_Swd
En_Fhg_Fire
Bg_Mjin
Bg_Hidan_Kousi
Door_Toki
Bg_Hidan_Hamstep
En_Bird
En_Wood02
En_Lightbox
En_Pu_box
En_Trap
En_Arow_Trap
En_Vase
En_Ta
En_Tk
Bg_Mori_Bigst
Bg_Mori_Elevator
Bg_Mori_Kaitenkabe
Bg_Mori_Rakkatenjo
En_Vm
Demo_Effect
Demo_Kankyo
Bg_Hidan_Fwbig
En_Floormas
En_Heishi1
En_Rd
En_Po_Sisters
Bg_Heavy_Block
Bg_Po_Event
Obj_Mure
En_Sw
Boss_Fd
Object_Kankyo
En_Du
En_Fd
En_Horse_Link_Child
Door_Ana
Bg_Spot02_Objects
Bg_Haka
Magic_Wind
Magic_Fire
En_Ru1
Boss_Fd2
En_Fd_Fire
En_Dh
En_Dha
En_Rl
En_Encount1
Demo_Du
Demo_Im
Demo_Tre_Lgt
En_Fw
Bg_Vb_Sima
En_Vb_Ball
Bg_Haka_Megane
Bg_Haka_MeganeBG
Bg_Haka_Ship
Bg_Haka_Sgami
En_Heishi2
En_Encount2
En_Fire_Rock
En_Brob
Mir_Ray
Bg_Spot09_Obj
Bg_Spot18_Obj
Boss_Va
Bg_Haka_Tubo
Bg_Haka_Trap
Bg_Haka_Huta
Bg_Haka_Zou
Bg_Spot17_Funen
En_Syateki_Itm
En_Syateki_Man
En_Tana
En_Nb
Boss_Mo
En_Sb
En_Bigokuta
En_Karebaba
Bg_Bdan_Objects
Demo_Sa
Demo_Go
En_In
En_Tr
Bg_Spot16_Bombstone
Bg_Hidan_Kowarerukabe
Bg_Bombwall
Bg_Spot08_Iceblock
En_Ru2
Obj_Dekujr
Bg_Mizu_Uzu
Bg_Spot06_Objects
Bg_Ice_Objects
Bg_Haka_Water
En_Ma2
En_Bom_Chu
En_Horse_Game_Check
Boss_Tw
En_Rr
En_Ba
En_Bx
En_Anubice
En_Anubice_Fire
Bg_Mori_Hashigo
Bg_Mori_Hashira4
Bg_Mori_Idomizu
Bg_Spot16_Doughnut
Bg_Bdan_Switch
En_Ma1
Boss_Ganon
Boss_Sst
En_Ny
En_Fr
Item_Shield
Bg_Ice_Shelter
En_Ice_Hono
Item_Ocarina
Magic_Dark
Demo_6K
En_Anubice_Tag
Bg_Haka_Gate
Bg_Spot15_Saku
Bg_Jya_Goroiwa
Bg_Jya_Zurerukabe
Bg_Jya_Cobra
Bg_Jya_Kanaami
Fishing
Obj_Oshihiki
Bg_Gate_Shutter
Eff_Dust
Bg_Spot01_Fusya
Bg_Spot01_Idohashira
Bg_Spot01_Idomizu
Bg_Po_Syokudai
Bg_Ganon_Otyuka
Bg_Spot15_Rrbox
Bg_Umajump
Arrow_Fire
Arrow_Ice
Arrow_Light
Item_Etcetera
Obj_Kibako
Obj_Tsubo
En_Wonder_Item
En_Ik
Demo_Ik
En_Skj
En_Skjneedle
En_G_Switch
Demo_Ext
Demo_Shd
En_Dns
Elf_Msg
En_Honotrap
En_Tubo_Trap
Obj_Ice_Poly
Bg_Spot03_Taki
Bg_Spot07_Taki
En_Fz
En_Po_Relay
Bg_Relay_Objects
En_Diving_Game
En_Kusa
Obj_Bean
Obj_Bombiwa
Obj_Switch
Obj_Elevator
Obj_Lift
Obj_Hsblock
En_Okarina_Tag
En_Yabusame_Mark
En_Goroiwa
En_Ex_Ruppy
En_Toryo
En_Daiku
En_Nwc
En_Blkobj
Item_Inbox
En_Ge1
Obj_Blockstop
En_Sda
En_Clear_Tag
En_Niw_Lady
En_Gm
En_Ms
En_Hs
Bg_Ingate
En_Kanban
En_Heishi3
En_Syateki_Niw
En_Attack_Niw
Bg_Spot01_Idosoko
En_Sa
En_Wonder_Talk
Bg_Gjyo_Bridge
En_Ds
En_Mk
En_Bom_Bowl_Man
En_Bom_Bowl_Pit
En_Owl
En_Ishi
Obj_Hana
Obj_Lightswitch
Obj_Mure2
En_Go
En_Fu
En_Changer
Bg_Jya_Megami
Bg_Jya_Lift
Bg_Jya_Bigmirror
Bg_Jya_Bombchuiwa
Bg_Jya_Amishutter
Bg_Jya_Bombiwa
Bg_Spot18_Basket
En_Ganon_Organ
En_Siofuki
En_Stream
En_Mm
En_Ko
En_Kz
En_Weather_Tag
Bg_Sst_Floor
En_Ani
En_Ex_Item
Bg_Jya_Ironobj
En_Js
En_Jsjutan
En_Cs
En_Md
En_Hy
En_Ganon_Mant
En_Okarina_Effect
En_Mag
Door_Gerudo
Elf_Msg2
Demo_Gt
En_Po_Field
Efc_Erupc
Bg_Zg
En_Heishi4
En_Zl3
Boss_Ganon2
En_Kakasi
En_Takara_Man
Obj_Makeoshihiki
Oceff_Spot
End_Title
En_Torch
Demo_Ec
Shot_Sun
En_Dy_Extra
En_Wonder_Talk2
En_Ge2
Obj_Roomtimer
En_Ssh
En_Sth
Oceff_Wipe
Oceff_Storm
En_Weiyer
Bg_Spot05_Soko
Bg_Jya_1flift
Bg_Jya_Haheniron
Bg_Spot12_Gate
Bg_Spot12_Saku
En_Hintnuts
En_Nutsball
Bg_Spot00_Break
En_Shopnuts
En_It
En_GeldB
Oceff_Wipe2
Oceff_Wipe3
En_Niw_Girl
En_Dog
En_Si
Bg_Spot01_Objects2
Obj_Comb
Bg_Spot11_Bakudankabe
Obj_Kibako2
En_Dnt_Demo
En_Dnt_Jiji
En_Dnt_Nomal
En_Guest
Bg_Bom_Guard
En_Hs2
Demo_Kekkai
Bg_Spot08_Bakudankabe
Bg_Spot17_Bakudankabe
Obj_Mure3
En_Tg
En_Mu
En_Go2
En_Wf
En_Skb
Demo_Gj
Demo_Geff
Bg_Gnd_Firemeiro
Bg_Gnd_Darkmeiro
Bg_Gnd_Soulmeiro
Bg_Gnd_Nisekabe
Bg_Gnd_Iceblock
En_Gb
En_Gs
Bg_Mizu_Bwall
Bg_Mizu_Shutter
En_Daiku_Kakariko
Bg_Bowl_Wall
En_Wall_Tubo
En_Po_Desert
En_Crow
Door_Killer
Bg_Spot11_Oasis
Bg_Spot18_Futa
Bg_Spot18_Shutter
En_Ma3
En_Cow
Bg_Ice_Turara
Bg_Ice_Shutter
En_Kakasi2
En_Kakasi3
Oceff_Wipe4
En_Eg
Bg_Menkuri_Nisekabe
En_Zo
Obj_Makekinsuta
En_Ge3
Obj_Timeblock
Obj_Hamishi
En_Zl4
En_Mm2
Bg_Jya_Block
Obj_Warp2block
actor_dlftbls %u
RomStart RomEnd SegStart SegEnd allocp profile segname
%08x %08x %08x %08x %08x %08x %s
actor_dlftbls %u
No. RamStart- RamEnd cn Name
%3d %08x-%08x %3d %s

BG Check Strings

Text Translation
[31m [31m
T_BGCheck_PosErrorCheck():位置が妥当ではありません。pos (%f,%f,%f) file:%s line:%d T_BGCheck_PosErrorCheck(): position not valid. pos (%f,%f,%f) file:%s line:%d
new_node != SS_NULL new_node != SS_NULL
../z_bgcheck.c ../z_bgcheck.c
psst->tbl != NULL psst->tbl != NULL
../z_bgcheck.c ../z_bgcheck.c
[41;37m [41;37m
T_Polygon_GetVertex_bg_ai(): Error %d %d %d 引数が適切ではありません。処理を終了します。 T_Polygon_GetVertex_bg_ai(): Error %d %d %d argument not appropriate. process will end.
!IS_ZERO(ac_size) !IS_ZERO(ac_size)
../z_bgcheck.c ../z_bgcheck.c
!IS_ZERO(ac_size) !IS_ZERO(ac_size)
../z_bgcheck.c ../z_bgcheck.c
/*---------------- BGCheck バッファーメモリサイズ -------------*/ /*---------------- BGCheck buffer memory size -------------*/
/* BGCheck LonLonサイズ %dbyte */ /* BGCheck Lon Lon size %dbyte */
/* BGCheck ミニサイズ %dbyte */ /* BGCheck mini size %dbyte */
/* BGCheck Spot用サイズ %dbyte */ /* BGCheck Spot size %dbyte */
/* BGCheck ノーマルサイズ %dbyte */ /* BGCheck normal size %dbyte */
../z_bgcheck.c ../z_bgcheck.c
../z_bgcheck.c ../z_bgcheck.c
[32m [32m
/*---結局 BG使用サイズ %dbyte---*/ /*---final BG size %dbyte---*/
[43;30m [43;30m
T_BGCheck_getBGDataInfo():そのbg_actor_indexは使われておりません。index=%d T_BGCheck_getBGDataInfo(): that bg_actor_index isn't used. index=%d
../z_bgcheck.c ../z_bgcheck.c
こいつ,pself_actor->name %d this one, pself_actor->name %d
../z_bgcheck.c ../z_bgcheck.c
../z_bgcheck.c ../z_bgcheck.c
こいつ,pself_actor->name %d this one, pself_actor->name %d
../z_bgcheck.c ../z_bgcheck.c
こいつ,pself_actor->name %d this one, pself_actor->name %d
../z_bgcheck.c ../z_bgcheck.c
../z_bgcheck.c ../z_bgcheck.c
こいつ,pself_actor->name %d this one, pself_actor->name %d
pself_actor == NULLで犯人不明 pself_actor == NULL, offender unclear
../z_bgcheck.c ../z_bgcheck.c
こいつ,pself_actor->name %d this one, pself_actor->name %d
this->short_slist_node_tbl != NULL this->short_slist_node_tbl != NULL
../z_bgcheck.c ../z_bgcheck.c
../z_bgcheck.c ../z_bgcheck.c
this->polygon_check != NULL this->polygon_check != NULL
../z_bgcheck.c ../z_bgcheck.c
this->short_slist_node_last_index < this->short_slist_node_size this->short_slist_node_last_index < this->short_slist_node_size
../z_bgcheck.c ../z_bgcheck.c
new_index < this->short_slist_node_size new_index < this->short_slist_node_size
../z_bgcheck.c ../z_bgcheck.c
ptbl->pbuf != NULL ptbl->pbuf != NULL
../z_bgcheck.c ../z_bgcheck.c
ptbl->pbuf != NULL ptbl->pbuf != NULL
../z_bgcheck.c ../z_bgcheck.c
[31m [31m
DynaPolyInfo_setActor():ダイナミックポリゴン 空きインデックスはありません DynaPolyInfo_setActor(): dynamic polygon - no empty indexes
[32m [32m
DynaPolyInfo_setActor():index %d DynaPolyInfo_setActor():index %d
[32m [32m
DynaPolyInfo_delReserve():index %d DynaPolyInfo_delReserve():index %d
[32m [32m
DynaPolyInfo_delReserve():削除されているはずの(?) DynaPolyInfo_delReserve(): should have been deleted (?)
インデックス(== -1)のため,処理を中止します。 due to index (== -1), process will be stopped.
[31m [31m
DynaPolyInfo_delReserve():確保していない/出来なかったインデックスの解放のため、処理を中止します。index == %d DynaPolyInfo_delReserve(): due to the deallocation of unreserved/impossible-to-reserve indexes, process will be stopped. index == %d
[31m [31m
DynaPolyInfo_expandSRT():polygon over %dが%dを越えるとダメ DynaPolyInfo_expandSRT(): polygons exceeded - %d cannot be over %d
[31m [31m
DynaPolyInfo_expandSRT():vertex over %dが%dを越えるとダメ DynaPolyInfo_expandSRT(): vertices exceeded - %d cannot be over %d
pdyna_poly_info->poly_num >= *pstart_poly_index + pbgdata->poly_num pdyna_poly_info->poly_num >= *pstart_poly_index + pbgdata->poly_num
../z_bgcheck.c ../z_bgcheck.c
pdyna_poly_info->vert_num >= *pstart_vert_index + pbgdata->vtx_num pdyna_poly_info->vert_num >= *pstart_vert_index + pbgdata->vtx_num
../z_bgcheck.c ../z_bgcheck.c
[32m [32m
DynaPolyInfo_setup():削除 index=%d DynaPolyInfo_setup(): delete index=%d
[32m [32m
DynaPolyInfo_setup():削除 index=%d DynaPolyInfo_setup(): delete index=%d
!IS_ZERO(ac_size) !IS_ZERO(ac_size)
../z_bgcheck.c ../z_bgcheck.c
!IS_ZERO(ac_size) !IS_ZERO(ac_size)
../z_bgcheck.c ../z_bgcheck.c

Camera Angle Strings

Text Translation
[31m [31m
BGCheckCollection_typicalActorPos():位置が妥当ではありません。 BGCheckCollection_typicalActorPos(): position not valid.
pos (%f,%f,%f) file:%s line:%d pos (%f,%f,%f) file:%s line:%d
[43;30mcamera: foward check: too many layer! [43;30mcamera: forward check: too many layers!
camera: res: stat (%d/%d/%d) camera: res: stat (%d/%d/%d)
camera: res: PREG(%02d) = %d camera: res: PREG(%02d) = %d
camera: res: %d = PREG(%02d) camera: res: %d = PREG(%02d)
[43;30mcamera: corner check no cross point %x %x [43;30mcamera: corner check no cross point %x %x
%f (%f %f %f) %f %f (%f %f %f) %f
[43;30mcamera: climb: no floor [43;30mcamera: climb: no floor
[43;30mcamera: warning: battle: target is not valid, change parallel [43;30mcamera: warning: battle: target is not valid, change to parallel
camera: battle: target actor name camera: battle: target actor name
[34m%d [34m%d
camera: battle: target actor name camera: battle: target actor name
[41;37m%d [41;37m%d
camera: battle: change target %d -> camera: battle: change target %d ->
[34m%d [34m%d
[43;30mcamera: warning: keepon: target is not valid, change parallel [43;30mcamera: warning: lock-on: target is not valid, change to parallel
[43;30mcamera: warning: talk: target is not valid, change parallel [43;30mcamera: warning: talk: target is not valid, change to parallel
camera: talk: BG&collision check %d time(s) camera: talk: BG&collision check %d time(s)
[43;30mcamera: item: item type changed %d -> %d [43;30mcamera: item: item type changed %d -> %d
camera: item: type %d camera: item: type %d
camera: item: BG&collision check %d time(s) camera: item: BG&collision check %d time(s)
[43;30mcamera: warning: talk: target is not valid, change normal camera [43;30mcamera: warning: talk: target is not valid, change to normal camera
camera: position change %d camera: position change %d
chau!chau! no! no!
camera: demo: player demo set WAIT camera: demo: player demo set WAIT
camera: demo: player demo set %d camera: demo: player demo set %d
[43;30mcamera: warning: demo C: actor is not valid [43;30mcamera: warning: demo C: actor is not valid
[43;30mcamera: warning: demo C: actor is not valid [43;30mcamera: warning: demo C: actor is not valid
[43;30mcamera: warning: demo C: actor is not valid [43;30mcamera: warning: demo C: actor is not valid
[43;30mcamera: warning: demo C: actor is not valid [43;30mcamera: warning: demo C: actor is not valid
static SplinedatZ %s[] = { static SplinedatZ %s[] = {
/* key frame %2d */ { /* key frame %2d */ {
/* code */ %d, /* code */ %d,
/* z */ %d, /* z */ %d,
/* T */ %d, /* T */ %d,
/* zoom */ %f, /* zoom */ %f,
/* pos */ { %d, %d, %d } /* pos */ { %d, %d, %d }
}, },
[1m%06u: [1m%06u:
[m camera: spline demo: start %s [m camera: spline demo: start %s
絶対 absolute
相対 relative
CENTER CENTER
EYE EYE
[41;37mcamera: spline demo: owner dead [41;37mcamera: spline demo: owner dead
[43;30mcamera: warning: attention: target is not valid, stop! [43;30mcamera: warning: attention: target is not valid, stop!
[43;30mcamera: attention demo: this door is dummy door! [43;30mcamera: attention demo: this door is a dummy door!
[43;30mcamera: warning: circle: target is not valid, stop! [43;30mcamera: warning: circle: target is not valid, stop!
../z_camera.c ../z_camera.c
[34mcamera: create --- allocate %d byte [34mcamera: create --- allocate %d byte
[41;37mcamera: create: not enough memory [41;37mcamera: create: not enough memory
[34mcamera: destroy --- [34mcamera: destroy ---
../z_camera.c ../z_camera.c
[43;30mcamera: destroy: already cleared [43;30mcamera: destroy: already cleared
[34mcamera: initialize --- [34mcamera: initialize ---
[m UID %d [m UID %d
camera: room type: default set field camera: room type: default set field
camera: room type: default set etc (%d) camera: room type: default set etc (%d)
camera: room type: prerender camera: room type: prerender
[34mcamera: personalize --- [34mcamera: personalize ---
camera: change camera status: cond %c%c camera: change camera status: cond %c%c
camera: res: stat (%d/%d/%d) camera: res: stat (%d/%d/%d)
camera: change camera status: PREG(%02d) = %d camera: change camera status: PREG(%02d) = %d
camera: water: off camera: water: off
kankyo changed water, sound on environment changed water, sound on
kankyo changed water off, sound off environment changed water off, sound off
attention sound URGENCY attention sound URGENCY
attention sound NORMAL attention sound NORMAL
camera: force change SET to %s! camera: force change SET to %s!
camera: in %x camera: in %x
camera: cut out %x camera: cut out %x
camera: wait out %x camera: wait out %x
camera: engine (%d %d %d) %04x camera: engine (%d %d %d) %04x
camera: shrink_and_bitem %x(%d) camera: shrink_and_bitem %x(%d)
camera: engine (%s(%d) %s(%d) %s(%d)) ok! camera: engine (%s(%d) %s(%d) %s(%d)) ok!
camera: debug out camera: debug out
dir (%d) %d(%f) %d(%f) 0(0) dir (%d) %d(%f) %d(%f) 0(0)
real (%d) %d(%f) %d(%f) 0(0) real (%d) %d(%f) %d(%f) 0(0)
camera: out (%f %f %f) (%f %f %f) camera: out (%f %f %f) (%f %f %f)
camera: dir (%f %d(%f) %d(%f)) (%f) camera: dir (%f %d(%f) %d(%f)) (%f)
camera: foot(%f %f %f) dist (%f) camera: foot(%f %f %f) dist (%f)
camera: player demo end!! camera: player demo end!!
=+=+(%d)+=+ recive request -> %s =+=+(%d)+=+ recive request -> %s
camera: error sound camera: error sound
[43;30mcamera: change camera mode: force NORMAL: %s %s refused [43;30mcamera: change camera mode: force NORMAL: %s %s refused
=+=+=+=+ recive asking -> %s (%s) =+=+=+=+ receive asking -> %s (%s)
[41;37mcamera: error: illegal camera set (%d) !!!! [41;37mcamera: error: illegal camera set (%d) !!!!
[1m%06u: [1m%06u:
[m camera: change camera[%d] set %s [m camera: change camera[%d] set %s
%d|%d) %d|%d)
.... change default door camera (set %d) .... change default door camera (set %d)
....change door camera ID %d (set %d) ....change door camera ID %d (set %d)
[41;37mcamera: setCameraData: last argument not alive! [41;37mcamera: setCameraData: last argument not alive!

Collision Check Strings

Text Translation
CollisionBtlTbl_get():インデックスオーバー CollisionBtlTbl_get(): index exceeded
../z_collision_check.c ../z_collision_check.c
vtx_tbl != NULL vtx_tbl != NULL
../z_collision_check.c ../z_collision_check.c
../z_collision_check.c ../z_collision_check.c
../z_collision_check.c ../z_collision_check.c
../z_collision_check.c ../z_collision_check.c
[31m [31m
ClObjJntSph_set():zelda_malloc()出来ません。 ClObjJntSph_set(): zelda_malloc() impossible.
../z_collision_check.c ../z_collision_check.c
[31m [31m
ClObjJntSph_set3():zelda_malloc_出来ません。 ClObjJntSph_set3(): zelda_malloc_ impossible.
../z_collision_check.c ../z_collision_check.c
[31m [31m
ClObjJntSph_set5():zelda_malloc出来ません ClObjJntSph_set5(): zelda_malloc impossible.
pclobj_jntsph->elem_tbl != NULL pclobj_jntsph->elem_tbl != NULL
../z_collision_check.c ../z_collision_check.c
../z_collision_check.c ../z_collision_check.c
../z_collision_check.c ../z_collision_check.c
[31m [31m
ClObjTris_set3():zelda_malloc()出来ません ClObjTris_set3(): zelda_malloc impossible.
../z_collision_check.c ../z_collision_check.c
[31m [31m
ClObjTris_set5():zelda_malloc出来ません ClObjTris_set5(): zelda_malloc impossible.
pclobj_tris->elem_tbl != NULL pclobj_tris->elem_tbl != NULL
../z_collision_check.c ../z_collision_check.c
pcl_obj->data_type <= CL_DATA_LBL_SWRD pcl_obj->data_type <= CL_DATA_LBL_SWRD
../z_collision_check.c ../z_collision_check.c
CollisionCheck_setAT():インデックスがオーバーして追加不能 CollisionCheck_setAT(): index exceeded, addition impossible
pcl_obj->data_type <= CL_DATA_LBL_SWRD pcl_obj->data_type <= CL_DATA_LBL_SWRD
../z_collision_check.c ../z_collision_check.c
CollisionCheck_setAT_SAC():全データ数より大きいところに登録しようとしている。 CollisionCheck_setAT_SAC(): attempting to register to location bigger than total data count.
CollisionCheck_setAT():インデックスがオーバーして追加不能 CollisionCheck_setAT(): index exceeded, addition impossible
pcl_obj->data_type <= CL_DATA_LBL_SWRD pcl_obj->data_type <= CL_DATA_LBL_SWRD
../z_collision_check.c ../z_collision_check.c
CollisionCheck_setAC():インデックスがオーバして追加不能 CollisionCheck_setAC(): index exceeded, addition impossible
pcl_obj->data_type <= CL_DATA_LBL_SWRD pcl_obj->data_type <= CL_DATA_LBL_SWRD
../z_collision_check.c ../z_collision_check.c
CollisionCheck_setAC_SAC():全データ数より大きいところに登録しようとしている。 CollisionCheck_setAC_SAC(): attempting to register to location bigger than total data count.
CollisionCheck_setAC():インデックスがオーバして追加不能 CollisionCheck_setAC(): index exceeded, addition impossible
pcl_obj->data_type <= CL_DATA_LBL_SWRD pcl_obj->data_type <= CL_DATA_LBL_SWRD
../z_collision_check.c ../z_collision_check.c
CollisionCheck_setOC():インデックスがオーバして追加不能 CollisionCheck_setOC(): index exceeded, addition impossible
pcl_obj->data_type <= CL_DATA_LBL_SWRD pcl_obj->data_type <= CL_DATA_LBL_SWRD
../z_collision_check.c ../z_collision_check.c
CollisionCheck_setOC_SAC():全データ数より大きいところに登録しようとしている。 CollisionCheck_setOC_SAC(): attempting to register to location bigger than total data count.
CollisionCheck_setOC():インデックスがオーバして追加不能 CollisionCheck_setOC(): index exceeded, addition impossible
CollisionCheck_setOCLine():インデックスがオーバして追加不能 CollisionCheck_setOCLine(): index exceeded, addition impossible
CollisionCheck_OC():未対応 %d, %d CollisionCheck_OC(): not yet corresponding %d, %d
pclobj_elem->ac_hit_elem != NULL pclobj_elem->ac_hit_elem != NULL
../z_collision_check.c ../z_collision_check.c
CollisionCheck_generalLineOcCheck():未対応 %dタイプ CollisionCheck_generalLineOcCheck(): not yet corresponding %d type

Debug Strings

../z_debug.c
%s%02d%6d
../z_debug.c
../z_debug.c
../z_debug_display.c
../z_debug_display.c
../z_debug_display.c
../z_debug_display.c
../z_debug_display.c
../z_debug_display.c

Demo Strings

FLAME 
%06d
SKIP=(START) or (Cursole Right)
デモ開始要求 発令!
分岐先指定!!=[%d]番
../z_demo.c
../z_demo.c

Draw Strings

やっぱりここかいな
game_info.mode=[%d] restart_flag
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c
../z_draw.c

Elf Message Strings

../z_elf_message.c
"企画外 条件" = %s
企画外 条件
../z_elf_message.c
../z_elf_message.c
"企画外 条件" = %s
企画外 条件
../z_elf_message.c

Skeleton Animation Strings

../z_fcurve_data_skelanime.c
this->now_joint != NULL
../z_fcurve_data_skelanime.c
../z_fcurve_data_skelanime.c
../z_fcurve_data_skelanime.c
../z_fcurve_data_skelanime.c
../z_fcurve_data_skelanime.c
../z_fcurve_data_skelanime.c
FcSkeletonInfo_draw_child():未対応
../z_fcurve_data_skelanime.c

Horse Strings

aplayer->ride.actor != NULL
../z_horse.c
horse_actor != NULL
../z_horse.c
馬存在によるセット %d %d %d
horse_actor != NULL
../z_horse.c
[41;37m
Horse_SetNormal():%d セットスポットまずいです。
horse_actor != NULL
../z_horse.c
horse_actor != NULL
../z_horse.c
player->ride.actor != NULL
../z_horse.c
player->ride.actor != NULL
../z_horse.c
player->ride.actor != NULL
../z_horse.c
player->ride.actor != NULL
../z_horse.c
[41;37m
Horse_Set_Check():%d セットスポットまずいです。

JPEG Strings

MARKER_SOI
MARKER_APP0 %d
MARKER_APP1 %d
MARKER_APP2 %d
MARKER_DQT %d %d %02x
MARKER_DHT %d %d %02x
MARKER_DRI %d
MARKER_SOF   %d 精度%02x 垂直%d 水平%d compo%02x (1:Y)%d (H0=2,V0=1(422) or 2(420))%02x (量子化テーブル)%02x (2:Cb)%d (H1=1,V1=1)%02x (量子化テーブル)%02x (3:Cr)%d (H2=1,V2=1)%02x (量子化テーブル)%02x
MARKER_SOS %d
MARKER_EOI
マーカー不明 %02x
worksize >= sizeof(JPEGWork) + MB_SIZE * (PROC_OF_MBS - 1)
../z_jpeg.c
*** fifoバッファの同期待ち time = %6.3f ms ***
*** 各セグメントのマーカーのチェック time = %6.3f ms ***
*** 量子化テーブル作成 time = %6.3f ms ***
Error : Cant' make huffman table.
Error : Cant' make huffman table.
Error : Cant' make huffman table.
Error : Cant' make huffman table.
Error : Cant' make huffman table.
*** ハフマンテーブル作成 time = %6.3f ms ***
[31m
Error : Can't decode jpeg
*** 展開 & 描画 time = %6.3f ms ***
Mode=%d  eye.x=%f,  eye.z=%f  kscp_pos=%d

Kan Font Strings

../z_kanfont.c
../z_kanfont.c
../z_kanfont.c
msg_data=%x,  msg_data0=%x   jj=%x
ERROR!!  エラー!!!  error───!!!!
nes_mes_buf[%d]=%d
../z_kanfont.c

Kankyo Strings

[43;30m
フィールド常駐以外、太陽設定!よって強制解除!
[41;37m
end_frameとstart_frameのフレーム関係がおかしい!!!
[41;37m
by get_parcent_forAccelBrake!!!!!!!!!
[41;37m
環境VRデータ取得失敗! ささきまでご報告を!
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c
[43;30m
水ポリゴンデータに水中カラーが設定されておりません!
T%03d 
E%03d
ZELDATIME 
%02d
%02d
VRBOXTIME 
%02d
%02d
YORU
HIRU
next_zelda_time=[%x]
../z_kankyo.c
../z_kankyo.c
[41;37m
カラーパレットの設定がおかしいようです!
[41;37m
設定パレット=[%d] 最後パレット番号=[%d]
[31mカラーパレットがおかしいようです!
[33m設定パレット=[%d] パレット数=[%d]
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c
BGM設定game_play->sound_info.BGM=[%d] old_bgm=[%d]
-----------------
 強制BGM=[%d]
     BGM=[%d]
     エンブ=[%d]
     status=[%d]
Na_StartMorinigBgm
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c
../z_kankyo.c

Life Meter Strings

pp=%x data=%f
../z_lifemeter.c
../z_lifemeter.c

Lights Strings

../z_lights.c
../z_lights.c
../z_lights.c
../z_lights.c
../z_lights.c

Map Mark

%s: %u バイトの%sに失敗しました
%s: %u バイトの%sに成功しました
zelda_malloc
確保
zelda_malloc_DEBUG
確保
zelda_malloc_r
確保
zelda_malloc_r_DEBUG
確保
zelda_realloc
再確保
zelda_realloc_DEBUG
再確保
zelda_calloc
確保
ゼルダヒープ表示
../z_map_mark.c
dlftbl->allocp
../z_map_mark.c
[41;37m部屋番号がオーバーしてるで,ヤバイで %d/%d  
MapMarkDraw の処理を中断します
../z_map_mark.c
../z_map_mark.c

Moji Strings

../z_moji.c
moji_tlut --> %X
../z_moji.c
../z_moji.c
font_ff --> %X
../z_moji.c

Sort

%s(%d): xyz_t: %s (%f %f %f)
../z_onepointdemo.c
[41;37monepointdemo camera: demo number not found !! (%d)
[41;37monepoint demo: error: too many cameras ... give up! type=%d
[43;30monepointdemo camera[%d]: killed 'coz low priority (%d < %d)
onepointdemo camera[%d]: delete timer=%d next=%d
[43;30mactor attention demo camera: canceled by other camera
[43;30mactor attention demo camera: change mode BOOKEEPON -> NORMAL
[43;30mactor attention demo camera: %d: unkown part of actor %d
[36m%06u:
[m actor attention demo camera: request %d 
[35m×
[m (%d)
[34m○
[m (%d)
[41;37mactor attention demo: give up!

Map EXP Strings

[33m
PALETEセット 【 i=%x : room=%x 】Room_Inf[%d][4]=%x  ( map_palete_no = %d )
[34m
KKK=%d
../z_map_exp.c
[33m
デクの樹ダンジョンMAP テクスチャDMA(%x) scene_id_offset=%d  VREG(30)=%d
../z_map_exp.c
MAP 各階ONチェック
*******
*******
room_no=%d (%d)(%d)
*******
*******
ROOM_INF=%d
[33m
部屋部屋=%d
../z_map_exp.c
MAP テクスチャ初期化   scene_data_ID=%d
mapSegment=%x
parameter->mapSegment != NULL
../z_map_exp.c
../z_map_exp.c
../z_map_exp.c
../z_map_exp.c
../z_map_exp.c
../z_map_exp.c
Game_play_demo_mode_check=%d
../z_map_exp.c
現在階=%d  現在部屋=%x  部屋数=%d
[33m
階層切替=%x

Parameter Strings

Japanese English Notes
%\ALPHAーTYPE=%d LAST_TIME_TYPE=%d %\ALPHAーTYPE=%d PREVIOUS_TYPE=%d
a_alpha=%d, c_alpha=%d → a_alpha=%d, c_alpha=%d →
a_alpha=%d, c_alpha=%d a_alpha=%d, c_alpha=%d
***(i=%d)*** ***(i=%d)***
???????? alpha_change( 50 ); ????? ???????? alpha_change( 50 ); ?????
game_play->fade_direction || game_play->fbdemo_wipe_modem game_play->fade_direction || game_play->fbdemo_wipe_modem
ボタン表示関係データ設定 scene_data_ID=%d Button Display-Related Data Settings scene_data_ID=%d
[33m [33m
parameter->button_status = %x,%x,%x parameter->button_status = %x,%x,%x
h_gage=%d, b_button=%d, a_button=%d, c_bottle=%d health_gage=%d, b_button=%d, a_button=%d, c_bottle=%d
c_warasibe=%d, c_hook=%d, c_ocarina=%d, c_warp=%d c_trading=%d, c_hook=%d, c_ocarina=%d, c_warp=%d
c_sunmoon=%d, m_wind=%d, m_magic=%d, another=%d c_daynight=%d, m_wind=%d, m_magic=%d, other=%d
Register_Item_Pt(%d)=%d Register_Item_Pt(%d)=%d
Register_Item_Pt(%d)=%d Register_Item_Pt(%d)=%d
../z_parameter.c ../z_parameter.c
../z_parameter.c ../z_parameter.c
[33m [33m
item_get_setting=%d pt=%d z=%x item_get_setting=%d pt=%d z=%x
[33m [33m
封印 = %x Medallions = %x Medallions are referred to as Seals in Japanese.
[33m [33m
楽譜 = %x Sheet Music = %x
楽譜 = %x (%x) (%x) Sheet Music = %x (%x) (%x)
[33m [33m
精霊石 = %x Spiritual Stones = %x
[33m [33m
アイテム = %x Items = %x
[33m [33m
Nコイン = %x(%d) N Coins = %x(%d) The N Coin count tracks Gold Skulltula Tokens.
デクの実 %d(%d)=%d BS_count=%d Deku Nuts %d(%d)=%d BS_count=%d
爆弾 爆弾 爆弾 爆弾 爆弾 爆弾 爆弾 Bombs Bombs Bombs Bombs Bombs Bombs Bombs
%d本 Item_MaxGet=%d %d Units Item_MaxGet=%d
回復ハート回復ハート回復ハート Recovery Hearts Recovery Hearts Recovery Hearts
Item_Pt(1)=%d Item_Pt(2)=%d Item_Pt(3)=%d 空瓶=%d 中味=%d Item_Pt(1)=%d Item_Pt(2)=%d Item_Pt(3)=%d Empty Bottle=%d Contents=%d
Item_Register(%d)=%d %d Item_Register(%d)=%d %d
[32m [32m
item_get_non_setting=%d pt=%d z=%x item_get_non_setting=%d pt=%d z=%x
魔法の壷 Get_Inf_Table( 25, 0x0100)=%d Magic Jar Get_Inf_Table( 25, 0x0100)=%d
Item_Register(%d) Item_Register(%d)
アイテム消去(%d) Item Elimination (%d)
item_no=%x, c_no=%x, Pt=%x Item_Register=%x item_no=%x, c_no=%x, Pt=%x Item_Register=%x
妖精使用=%d Fairy Use=%d
../z_parameter.c ../z_parameter.c
../z_parameter.c ../z_parameter.c
***** 増減=%d (now=%d, max=%d) *** ***** Increase/Decrease=%d (now=%d, max=%d) ***
ハート減少半分!!=%d Defense Doubled!!=%d
ライフ=%d *** %d ****** Life=%d *** %d ******
アイテム = (%d) 数 = (%d + %d) Item = (%d) Number = (%d + %d)
合計 = (%d) Total = (%d)
蓄電 MAGIC_NOW=%d (%d) Charge MAGIC_NOW=%d (%d)
../z_parameter.c ../z_parameter.c
../z_parameter.c ../z_parameter.c
../z_parameter.c ../z_parameter.c
../z_parameter.c ../z_parameter.c
../z_parameter.c ../z_parameter.c
../z_parameter.c ../z_parameter.c
../z_parameter.c ../z_parameter.c
../z_parameter.c ../z_parameter.c
../z_parameter.c ../z_parameter.c
../z_parameter.c ../z_parameter.c
../z_parameter.c ../z_parameter.c
../z_parameter.c ../z_parameter.c
../z_parameter.c ../z_parameter.c
../z_parameter.c ../z_parameter.c
../z_parameter.c ../z_parameter.c
EVENT_INF=%x EVENT_INF=%x
event_xp[1]=%d, event_yp[1]=%d TOTAL_EVENT_TM=%d event_xp[1]=%d, event_yp[1]=%d TOTAL_EVENT_TM=%d
TOTAL_EVENT_TM=%d TOTAL_EVENT_TM=%d
../z_parameter.c ../z_parameter.c
J_N=%x J_N=%x J_N=%x J_N=%x
J_N=%x J_N=%x J_N=%x J_N=%x
J_N=%x J_N=%x J_N=%x J_N=%x
case 50 : alpha=%d alpha1=%d case 50 : alpha=%d alpha1=%d
now_life=%d max_life=%d now_life=%d max_life=%d
S_Private.now_life=%d S_Private.max_life=%d S_Private.now_life=%d S_Private.max_life=%d
ルピー数MAX = %d MAX Rupees = %d
[33m [33m
魔法スター─────ト!!!!!!!!! Magic Staaaaaaart!!!!!!!!!
MAGIC_MAX=%d MAX_MAGIC=%d
MAGIC_NOW=%d CURRENT_MAGIC=%d
Z_MAGIC_NOW_NOW=%d Z_CURRENT_CURRENT_MAGIC=%d
Z_MAGIC_NOW_MAX=%d Z_MAX_CURRENT_MAGIC=%d

Player Library Strings

../z_player_lib.c
../z_player_lib.c
../z_player_lib.c
../z_player_lib.c
../z_player_lib.c
../z_player_lib.c
../z_player_lib.c
../z_player_lib.c
../z_player_lib.c
../z_player_lib.c
../z_player_lib.c
../z_player_lib.c
../z_player_lib.c
../z_player_lib.c
../z_player_lib.c
../z_player_lib.c
../z_player_lib.c
../z_player_lib.c
../z_player_lib.c
../z_player_lib.c

Prenmi Strings

[43;30mprenmi_move
../z_prenmi.c
(int)volume = %d
[43;30mprenmi_draw
../z_prenmi.c
../z_prenmi.c
[43;30mquake: too many request %d is changed new one !!
[43;30mquake: stopped! 'coz camera [%d] killed!!

RCP Strings

n != f
../z_rcp.c
n != f
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c
../z_rcp.c

Room Strings

../z_room.c
../z_room.c
../z_room.c
polygon2->num <= SHAPE_SORT_MAX
../z_room.c
../z_room.c
JPEGデータを展開します
JPEGデータアドレス %08x
ワークバッファアドレス(Zバッファ)%08x
成功…だと思う。 time = %6.3f ms 
ワークバッファから元のアドレスに書き戻します。
元のバッファのサイズが150キロバイト無いと暴走するでしょう。
失敗!なんで〜
../z_room.c
../z_room.c
[41;37mz_room.c:カメラIDに一致するデータが存在しません camid=%d
../z_room.c
../z_room.c
../z_room.c
../z_room.c
ROOM%d size=%d
../z_room.c
game_play->room_rom_address.num = %d
DOOR%d=<%d> ROOM1=<%d, %d> ROOM2=<%d, %d>
[33m
部屋バッファサイズ=%08x(%5.1fK)
../z_room.c
部屋バッファ開始ポインタ=%08x
部屋バッファ終了ポインタ=%08x
read_room_ID < game_play->room_rom_address.num
../z_room.c
../z_room.c
this->ground_shape->polygon.type < number(Room_Draw_Proc)
../z_room.c

Sort

../z_sample.c
../z_sample.c
../z_sample.c
../z_sample.c
装備アイテム抹消 = %d  zzz=%d
OBJECT[%d] SIZE %fK SEG=%x
num=%d adrs=%x end=%x
this->num < OBJECT_EXCHANGE_BANK_MAX && (this->status[this->num].Segment + size) < this->endSegment
../z_scene.c
../z_scene.c
[32m
オブジェクト入れ替えバンク情報 %8.3fKB
../z_scene.c
OBJECT EXCHANGE BANK-%2d SIZE %8.3fK SEG=%08x
../z_scene.c
OBJECT[%d] SIZE %fK SEG=%x
num=%d adrs=%x end=%x
../z_scene.c
OBJECT EXCHANGE NO=%2d BANK=%3d SIZE=%8.3fK
nextptr < this->endSegment
../z_scene.c
オブジェクト入れ替え空きサイズ=%08x
*** Scene_Word = { code=%d, data1=%02x, data2=%04x } ***
[31m
code の値が異常です
scene_info->object_bank.num <= OBJECT_EXCHANGE_BANK_MAX
../z_scene.c
[ZU]sceneset age    =[%X]
[ZU]sceneset time   =[%X]
[ZU]sceneset counter=[%X]
げぼはっ! 指定されたデータがないでええっす!
そこで、大人の昼データを使用するでええっす!!
game_play->demo_play.data=[%x]
000  area_arrival=%x (%d)
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c
../z_scene_table.c


../z_skelanime.c
../z_skelanime.c
../z_skelanime.c
[31m
Si2_Lod_draw():skelがNULLです。
../z_skelanime.c
../z_skelanime.c
../z_skelanime.c
../z_skelanime.c
../z_skelanime.c
../z_skelanime.c
../z_skelanime.c
[31m
Si2_Lod_draw_SV():skelがNULLです。
../z_skelanime.c
../z_skelanime.c
../z_skelanime.c
../z_skelanime.c
../z_skelanime.c
../z_skelanime.c
../z_skelanime.c
[31m
Si2_draw():skelがNULLです。
../z_skelanime.c
../z_skelanime.c
../z_skelanime.c
../z_skelanime.c
../z_skelanime.c
../z_skelanime.c
../z_skelanime.c
[31m
Si2_draw_SV():skelがNULLです。
../z_skelanime.c
../z_skelanime.c
../z_skelanime.c
../z_skelanime.c
../z_skelanime.c
out = %08x
../z_skelanime.c
ref_tbl = %08x
../z_skelanime.c
frame_tbl = %08x
../z_skelanime.c
tbl = %08x
../z_skelanime.c
[31m
Si2_draw2():skelがNULLです。NULLを返します。
../z_skelanime.c
../z_skelanime.c
../z_skelanime.c
[31m
Si2_draw2_SV():skelがNULLです。NULLを返します。
../z_skelanime.c
../z_skelanime.c
../z_skelanime.c
../z_skelanime.c
../z_skelanime.c
joint_buff_num == joint_num
../z_skelanime.c
[31m
Skeleton_Info_Rom_SV_ct メモリアロケーションエラー
../z_skelanime.c
../z_skelanime.c
joint_buff_num == this->joint_num
../z_skelanime.c
[31m
Skeleton_Info2_ct メモリアロケーションエラー
../z_skelanime.c
../z_skelanime.c
joint_buff_num == this->joint_num
../z_skelanime.c
[31m
Skeleton_Info_Rom_SV_ct メモリアロケーションエラー
../z_skelanime.c
../z_skelanime.c
[31m
Skeleton_Info2_skin2_ct メモリアロケーションエラー
../z_skelanime.c
now_joint あきまへん!!
../z_skelanime.c
morf_joint あきまへん!!

Skin Strings

../z_skin.c
../z_skin.c
../z_skin.c
../z_skin.c
../z_skin.c
../z_skin.c
../z_skin.c
../z_skin.c
../z_skin_awb.c
pskin_awb->avb_tbl != NULL
../z_skin_awb.c
../z_skin_awb.c
psavb->buf[0] != NULL
../z_skin_awb.c
../z_skin_awb.c
psavb->buf[1] != NULL
../z_skin_awb.c
../z_skin_awb.c
../z_skin_awb.c
../z_skin_awb.c
[43;30m
Skin_Matrix_InverseMatrix():逆行列つくれません
Skin_Matrix_to_Mtx_new() 確保失敗:NULLを返して終了

S-RAM Strings

Japanese English
個人File作成 Creating Personal File
ぽいんと=%x(%d) Point=%x(%d)
[33m [33m
SCENE_DATA_ID = %d SceneNo = %d SCENE_DATA_ID = %d SceneNo = %d
scene_no = %d scene_no = %d
[34m [34m
============================================== ==============================================
%d, %d,
============================================== ==============================================
[32m [32m
============================================== ==============================================
%d, %d,
============================================== ==============================================
SRAM START─LOAD SRAM START─LOAD
ぽいんと=%x(%d) SAVE_MAX=%d Point=%x(%d) SAVE_MAX=%d
========= S(%d) ========= ========= S(%d) =========
SAVEチェックサム計算 j=%x mmm=%x SAVE Checksum Calculation j=%x mmm=%x
ERROR!!! = %x(%d) ERROR!!! = %x(%d)
============ BACK─UP ================ ============ BACK─UP ================
(B)SAVEチェックサム計算 j=%x mmm=%x (B)SAVE Checksum Calculation j=%x mmm=%x
ERROR!!! = %x(%d+3) ERROR!!! = %x(%d+3)
newf=%x,%x,%x,%x,%x,%x newf=%x,%x,%x,%x,%x,%x
-------------------------------------------------------------- --------------------------------------------------------------
Check_Sum=%x(%x) Check_Sum=%x(%x)
????#%x,%x,%x,%x,%x,%x ????#%x,%x,%x,%x,%x,%x
ぽいんと=%x(%d+3) check_sum=%x(%x) Point=%x(%d+3) check_sum=%x(%x)
ぽいんと=%x(%d) check_sum=%x(%x) Point=%x(%d) check_sum=%x(%x)
SAVEデータ OK!!!! SAVE DATA OK!!!!
SAVECT=%x, NAME=%x, LIFE=%x, ITEM=%x, 64DD=%x, HEART=%x SAVECT=%x, NAME=%x, LIFE=%x, ITEM=%x, 64DD=%x, HEART=%x
f_64dd=%d, %d, %d f_64dd=%d, %d, %d
heart_status=%d, %d, %d heart_status=%d, %d, %d
now_life=%d, %d, %d current_life=%d, %d, %d
64DDフラグ=%d 64DD Flag=%d
newf=%x,%x,%x,%x,%x,%x newf=%x,%x,%x,%x,%x,%x
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
チェックサム=%x Checksum=%x
I=%x no=%d I=%x no=%d
I=%x no=%d I=%x no=%d
SAVE終了 SAVE COMPLETE
z_common_data.file_no = %d z_common_data.file_no = %d
SAVECT=%x, NAME=%x, LIFE=%x, ITEM=%x, SAVE_64DD=%x SAVECT=%x, NAME=%x, LIFE=%x, ITEM=%x, SAVE_64DD=%x
f_64dd[%d]=%d f_64dd[%d]=%d
heart_status[%d]=%d heart_status[%d]=%d
now_life[%d]=%d current_life[%d]=%d
CLEAR終了 CLEAR COMPLETE
READ=%d(%x) COPY=%d(%x) READ=%d(%x) COPY=%d(%x)
f_64dd[%d]=%d f_64dd[%d]=%d
heart_status[%d]=%d heart_status[%d]=%d
COPY終了 COPY COMPLETE
sram_initialize( Game *game, Sram *sram ) sram_initialize( Game *game, Sram *sram )
SRAM破壊!!!!!! SRAM CRASH!!!!!!
SRAM破壊!!!!!! SRAM CRASH!!!!!!
GOOD!GOOD! サイズ=%d + %d = %d GOOD!GOOD! Size=%d + %d = %d
[34m [34m
Na_SetSoundOutputMode = %d Na_SetSoundOutputMode = %d
Na_SetSoundOutputMode = %d Na_SetSoundOutputMode = %d
Na_SetSoundOutputMode = %d Na_SetSoundOutputMode = %d
../z_sram.c ../z_sram.c
sram->read_buff != NULL sram->read_buff != NULL
../z_sram.c ../z_sram.c
ssSRAMReadWrite:%08x %08x %08x %d ssSRAMReadWrite:%08x %08x %08x %d

View Strings

../z_view.c
../z_view.c
view: initialize ---
ulx >= 0
../z_view.c
uly >= 0
../z_view.c
lrx <= SCREEN_WD
../z_view.c
lry <= SCREEN_HT
../z_view.c
../z_view.c
../z_view.c
../z_view.c
../z_view.c
../z_view.c
projection
../z_view.c
fovy %f near %f far %f scale %f aspect %f normal %08x
projection
	%f	%f	%f	%f
viewing
../z_view.c
viewing
	%f	%f	%f	%f
../z_view.c
../z_view.c
../z_view.c
projection
../z_view.c
../z_view.c
../z_view.c
../z_view.c
projection
../z_view.c
../z_view.c
../z_view.c
../z_view.c
projection
../z_view.c
viewing
../z_view.c
../z_view.c
../z_view.c
../z_view.c
../z_view.c
projection
../z_view.c
projection
../z_view.c
viewing
../z_view.c
[31m
eye が大きすぎます eye=[%8.3f %8.3f %8.3f] error=%d

VI Mode Strings

../z_vimode.c
osvimodep = %08x
../z_vimode.c
osvimodep->comRegs.ctrl = %08x
../z_vimode.c
osvimodep->comRegs.width = %08x
../z_vimode.c
osvimodep->comRegs.burst = %08x
../z_vimode.c
osvimodep->comRegs.vSync = %08x
../z_vimode.c
osvimodep->comRegs.hSync = %08x
../z_vimode.c
osvimodep->comRegs.leap = %08x
../z_vimode.c
osvimodep->comRegs.hStart = %08x
../z_vimode.c
osvimodep->comRegs.xScale = %08x
../z_vimode.c
osvimodep->fldRegs[0].vStart = %08x
../z_vimode.c
osvimodep->fldRegs[0].vBurst = %08x
../z_vimode.c
osvimodep->fldRegs[0].origin = %08x
../z_vimode.c
osvimodep->fldRegs[0].yScale = %08x
../z_vimode.c
osvimodep->fldRegs[0].vIntr = %08x
../z_vimode.c
osvimodep->fldRegs[1].vStart = %08x
../z_vimode.c
osvimodep->fldRegs[1].vBurst = %08x
../z_vimode.c
osvimodep->fldRegs[1].origin = %08x
../z_vimode.c
osvimodep->fldRegs[1].yScale = %08x
../z_vimode.c
osvimodep->fldRegs[1].vIntr = %08x
osViModePalLan1
osViModeFpalLan1
Custom
../z_vismono.c
../z_vismono.c
glistp_end = %08x
../z_vismono.c
mono_dl = %08x
../z_vismono.c
mono_dl + (1+3+1+1+80*(7+2+2+3)+1) = %08x
../z_vismono.c
(1+3+1+1+80*(7+2+2+3)+1) = %08x
glistp_end <= mono_dl + DLSIZE
../z_vismono.c
../z_vismono.c
../z_vismono.c
glistp_end <= this->mono_dl + DLSIZE
../z_vismono.c

VR Box Strings

../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[1] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[1] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c
../z_vr_box.c
SIZE = %d
../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[1] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c
../z_vr_box.c
SIZE = %d
../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[0] != NULL
../z_vr_box.c
../z_vr_box.c
../z_vr_box.c
vr_box->vr_box_staticSegment[2] != NULL
../z_vr_box.c
../z_vr_box.c
********************
TYPE=%d
********************
[32m
../z_vr_box.c
vr_box->dpList != NULL
../z_vr_box.c
../z_vr_box.c
vr_box->roomVtx != NULL
../z_vr_box.c
../z_vr_box.c
vr_box->dpList != NULL
../z_vr_box.c
../z_vr_box.c
vr_box->roomVtx != NULL
../z_vr_box.c
../z_vr_box.c
vr_box->roomVtx != NULL
../z_vr_box.c
../z_vr_box_draw.c
../z_vr_box_draw.c
../z_vr_box_draw.c
../z_vr_box_draw.c

FB Demo Strings

../z_fbdemo.c
this->col * (1 + this->row * (1 + 7 + 1)) + 1 + 1 = %d
../z_fbdemo.c
gp - this->gfxtbl = %d
fbdemo_cleanup(%08x)
msleep(100);
../z_fbdemo.c
../z_fbdemo.c
../z_fbdemo.c
../z_fbdemo.c
fbdemo_init(%08x, %d, %d)
../z_fbdemo.c
../z_fbdemo.c
../z_fbdemo.c
../z_fbdemo.c
fbdemo_init allocation error
../z_fbdemo.c
../z_fbdemo.c
../z_fbdemo.c
../z_fbdemo.c
rate=%f tx=%f ty=%f rotate=%f

Demo Camera Strings

[41;37m0除算! ZCommonGet fade_speed に0がはいってる
shrink_window_setval(%d)
shrink_window_setnowval(%d)
shrink_window_init()
shrink_window_cleanup()
Œキ-フレ-ムガ
タリマセン。
サイセイデキマセン
サイセイシュウリョウ
サイセイチュウ!
DEMO CAMERA TOOL
モウハイリマセン
トウロク   テンメ
ヘンコウ   /  
>            >
<            <
<          >
Œ*プレイヤ-*
ŒEモ-ド ソウタイ
ŒEモ-ドゼッタイ
ガメンŒ   デモ
ガメン   フツウ
Pジカン  MAX
Œリンク    キオク
Œリンク     ムシ
*ミテルイチ*
Œ*カメライチ*
DEBUG CAMERA
Œセンタ-/ロック
Œセンタ-/フリ-
DEMO CONTROL
Œメモリガタリマセン
Œメモリパック
Œセーブ
Œロード
Œクリア-
ヲヌカナイデネ
FREE      BYTE
NEED      BYTE
Œ*メモリ-パック*
ヲミツケラレマセン
Œファイル ヲ
シテモイイデスカ?
ゲンザイヘンシュウチュウノ
Œファイルハハキサレマス
ハイ
イイエ
シテイマス
ウワガキ
シマシタ
USE       BYTE
ニシッパイ
ŒEモ-ド  コテイ
@@@static SplinedatZ  %s[] = {
@@@    /* key frame %2d */ {
@@@    /*     code     */ %d,
@@@    /*     z        */ %d,
@@@    /*     T        */ %d,
@@@    /*     zoom     */ %f,
@@@    /*     pos      */ { %d, %d, %d }
@@@    },
@@@};
@@@%d,%d,%d,%d,
@@@%d,%d,
@@@%d,%d,
@@@ 0,0,0,2,	/* Look Camera	*/
@@@ 0,1,	/* dousa	*/
@@@ 0,0,	/* Start Flame	*/
	/*  End   Flame	*/
@@@0,0,	/*  Dammy	*/
@@@ 
@@@    %d, /*     code     */
@@@    %d,  /*     z        */
	/*  sokudo	*/
	/*  zoom	*/
	/*  x pos	*/
	/*  y pos	*/
	/*  z pos	*/
@@@0,0,	/*  Dammy	*/
@@@ 
@@@ 0,0,0,1,	/* Position Camera */
@@@ 0,1,	/* dousa	*/
@@@ 0,0,	/* Start Flame	*/
	/*  End   Flame	*/
@@@0,0,	/*  Dammy	*/
@@@ 
@@@    %d, /*     code     */
@@@    %d, /*     z        */
	/*  sokudo	*/
	/*  zoom	*/
	/*  x pos	*/
	/*  y pos	*/
	/*  z pos	*/
@@@0,0,	/*  Dammy	*/
@@@ 
@@@/* *** spline point data ** start here *** */
Lookat
Position
@@@static short  nPoints = %d;
@@@static short  nFrames = %d;
@@@static short  Mode = %d;
@@@/* *** spline point data ** finish! *** */
../db_camera.c
%s: %d: デバッグカメラ メモリ確保失敗!!
../db_camera.c
../db_camera.c
%s: %d: デバッグカメラ メモリ確保失敗!!
../db_camera.c
../db_camera.c
../db_camera.c
../db_camera.c
../db_camera.c
%s: %d: デバッグカメラ メモリ確保失敗!!
../db_camera.c
../db_camera.c
%s: %d: デバッグカメラ メモリ確保失敗!!
../db_camera.c
@@@/* ****** spline point data ** start here ***** */
@@@/* ** %d ** */
Lookat
Position
@@@static short  nPoints = %d;
@@@static short  nFrames = %d;
@@@static short  Mode = %d;
@@@/* ****** spline point data ** finish! ***** */
PRESS B BUTTON
PRESS B BUTTON
PRESS B BUTTON
###%2d:(%c) (%d %d) %d %d %d
@@@ /* CUT [%d]	*/

Kaleidoscope Strings

mempak: find '%c' (%d)
mempak: find '%c' - '%c' %02x
mempak: write %d byte '%c' (%d)->%d
mempak: read %d byte '%c' (%d)<-%d
mempak: alloc %d byte '%c' (%d)
mempak: resize %d byte '%c' (%d)
mempak: alloc %d byte '%c' (%d) with search
mempak: delete '%c' (%d)
kaleido_scope
player_actor
KaleidoArea_allocp
../z_kaleido_manager.c
[32m
OVL(k):Seg:%08x-%08x Ram:%08x-%08x Off:%08x %s
[32m
KaleidoArea の最大サイズは %d バイトを確保します
../z_kaleido_manager.c
KaleidoArea_allocp
../z_kaleido_manager.c
[32m
KaleidoArea %08x - %08x
異常
[32m
カレイド領域 強制排除
[32m
プレイヤーアクター搬入
カレイド・スコープ入れ替え コンストラクト 
../z_kaleido_scope_call.c
kaleido_scope_move = %08x
../z_kaleido_scope_call.c
kaleido_scope_move_func = %08x
../z_kaleido_scope_call.c
kaleido_scope_draw = %08x
../z_kaleido_scope_call.c
kaleido_scope_draw_func = %08x
カレイド・スコープ入れ替え デストラクト 
PR_KAREIDOSCOPE_MODE=%d
[32m
カレイド領域 プレイヤー 強制排除
[32m
カレイド領域 カレイドスコープ搬入
[32m
カレイド領域 カレイドスコープ排出
point == 1 || point == 2

Play Strings

../z_play.c
Game_play_shop_pr_vr_switch_set()
../z_play.c
SCENE_NO=%d COUNTER=%d
エンディングはじまるよー
出戻り?
ZELDA ALLOC SIZE=%x
../z_play.c
ゼルダヒープ %08x-%08x
player has start camera ID (
[34m%d
kawauso_data=[%x]
object_exchange_rom_address %u
RomStart RomEnd   Size
%08x-%08x %08x(%8.3fKB)
fbdemo_init呼出し失敗!
サウンドイニシャル来ました。111
サウンドイニシャル来ました。222
../z_play.c
"来た!!!!!!!!!!!!!!!!!!!!!" = %s
来た!!!!!!!!!!!!!!!!!!!!!
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
FINISH=%d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
[36mカレイドスコープ中につき視点変更を禁止しております
[36mデモ中につき視点変更を禁止しております
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
../z_play.c
../z_play.c
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
1 = %d
../z_play.c
../z_play.c
SCENE SIZE %fK
this->sceneSegment != NULL
../z_play.c
ROOM SIZE=%fK

Prerender Strings

[41;37mcamera control: error: fulled sub camera system area
camera control: 
[46m 
[47;34m create new sub camera [%d] 
[46m 
[41;37mcamera control: error: never clear camera !!
camera control: 
[46m 
[47;34m clear sub camera [%d] 
[46m 
[41;37mcamera control: error: camera No.%d already cleared
[41;37mcamera control: error: return to main, other camera left. %d cleared!!
this
../PreRender.c
glistpp
../PreRender.c
glistp
../PreRender.c
this
../PreRender.c
glistpp
../PreRender.c
glistp
../PreRender.c
this
../PreRender.c
glistpp
../PreRender.c
glistp
../PreRender.c
this
../PreRender.c
glistpp
../PreRender.c
glistp
../PreRender.c
this->zbuf_save
../PreRender.c
this->zbuf
../PreRender.c
this->fbuf_save
../PreRender.c
this->fbuf
../PreRender.c
this->cvg_save
../PreRender.c
this
../PreRender.c
glistpp
../PreRender.c
glistp
../PreRender.c
Error, should not be in here 
red=%3d %3d %3d %3d grn=%3d %3d %3d %3d blu=%3d %3d %3d %3d 
オーディオマネージャが OS_SC_PRE_NMI_MSG を受け取りました
オーディオマネージャスレッド実行開始
ゼルダ共通データ初期化
last_button=%04x
%08x

Game Strings

../game.c
ハイラル滅亡まであと %08x バイト(game_alloc)
../game.c
../game.c
../game.c
../game.c
../game.c
ハイラル確保 サイズ=%u バイト
../game.c
ハイラル確保成功
ハイラル確保失敗
../game.c
ハイラル一時解放!!
[31m
メモリが足りません。ハイラルサイズを可能な最大値に変更します
(hyral=%08x max=%08x free=%08x alloc=%08x)
ハイラル再確保 サイズ=%u バイト
../game.c
ハイラル再確保成功
ハイラル再確保失敗
../game.c
game コンストラクタ開始
game_set_next_game_null 処理時間 %d us
gamealloc_init 処理時間 %d us
init 処理時間 %d us
this->cleanup
../game.c
その他初期化 処理時間 %d us
game コンストラクタ終了
game デストラクタ開始
this->cleanup
../game.c
game デストラクタ終了
ハイラルは滅亡している
滅亡寸前のハイラルには %d バイトの余力もない(滅亡まであと %d バイト)
ハイラルは滅亡してしまった
[32m
game_alloc(%08x) %08x-%08x [%s:%d]
?U?}
this = %08x
ptr = %08x size = %d
../gamealloc.c
ptr->prev
../gamealloc.c
ptr->next
../gamealloc.c
../gamealloc.c
../gamealloc.c
vtx_cnt=%d
spvtx_cnt=%d
tri1_cnt=%d
tri2_cnt=%d
quad_cnt=%d
line_cnt=%d
sync_err=%d
loaducode_cnt=%d
dl_depth=%d
dl_cnt=%d

Graph Strings

../graph.c
game_init_func = %08x
[31m
RCPが帰ってきませんでした。
RCP is HUNG UP!!
Oh! MY GOD!!
../graph.c
../graph.c
../graph.c
WORK_DISP 開始
POLY_OPA_DISP 開始
POLY_XLU_DISP 開始
OVERLAY_DISP 開始
../graph.c
../graph.c
WORK_DISP 終了
POLY_OPA_DISP 終了
POLY_XLU_DISP 終了
OVERLAY_DISP 終了
../graph.c
../graph.c
../graph.c
do_count_fault
[41;37mダイナミック領域先頭が破壊されています
../graph.c
[41;37mダイナミック領域末尾が破壊されています
../graph.c
[41;37mゼルダ0は死んでしまった(graph_alloc is empty)
[41;37mゼルダ1は死んでしまった(graph_alloc is empty)
[41;37mゼルダ4は死んでしまった(graph_alloc is empty)
[43;30mPRE-NMIによりリセットモードに移行します
グラフィックスレッド実行開始
クラスサイズ=%dバイト
../graph.c
確保失敗
CLASS SIZE= %d bytes
GAME CLASS MALLOC FAILED
../graph.c
グラフィックスレッド実行終了
graph_alloc siz=%d thga size=%08x bufp=%08x head=%08x tail=%08x
graph_alloc siz=%d thga size=%08x bufp=%08x head=%08x tail=%08x
../listalloc.c
../listalloc.c

Main Strings

[32m
システムヒープサイズ %08x(%dKB) 開始アドレス %08x
mainproc 実行開始
システムヒープ初期化 %08x-%08x %08x
../main.c
debug_InitArena(%08x, %08x)
irqmgr
タスクスケジューラの初期化
sched
audio
padmgr
graph
main.c: リセットされたみたいだよ
mainproc 後始末
mainproc 実行終了

Pad Manager Strings

%2d %d serialMsgQロック待ち         %08x %08x          %08x
%2d %d serialMsgQをロックしました                     %08x
%2d %d serialMsgQロック解除します   %08x %08x %08x
%2d %d serialMsgQロック解除しました %08x %08x %08x
[33m
padmgr: %dコン: %s
振動パック ぶるぶるぶるぶる
[33m
padmgr: %dコン: %s
振動パックで通信エラーが発生しました
[33m
padmgr: %dコン: %s
振動パック 停止
[33m
padmgr: %dコン: %s
振動パックで通信エラーが発生しました
[33m
padmgr: %dコン: %s
振動パックが抜かれたようです
[33m
padmgr: %dコン: %s
振動パックではないコントローラパックが抜かれたようです
[33m
padmgr: %dコン: %s
振動パックを認識しました
../padmgr.c
++errcnt = %d
[33m
padmgr: %dコン: %s
コントローラパックの通信エラー
[33m
padmgr: %dコン: %s
振動パック 停止
[33m
padmgr: %dコン: %s
認識しました
../padmgr.c
this->Key_switch[i] = %d
[33m
padmgr: %dコン: %s
オーバーランエラーが発生
[33m
padmgr: %dコン: %s
応答しません
../padmgr.c
padnow1->errno = %x
../padmgr.c
../padmgr.c
this->pad_status[i].type = %x
知らない種類のコントローラが接続されています
padmgr_HandlePreNMI()
コントローラスレッド実行開始
コントローラスレッドイベント待ち %lld
../padmgr.c
padmgr_HandleRetraceMsg START %lld
padmgr_HandleRetraceMsg END   %lld
コントローラスレッド実行終了
パッドマネージャ作成 padmgr_Create()
cfbinfo->swapbuffer

Schedule Strings

../sched.c
osViSwapBuffer %08x %08x %08x
../sched.c
(((u64)(now - audio_rsp_start_time)*(1000000LL/15625LL))/((62500000LL*3/4)/15625LL)) = %lld
../sched.c
(((u64)(now - graph_rsp_start_time)*(1000000LL/15625LL))/((62500000LL*3/4)/15625LL)) = %lld
../sched.c
(((u64)(now - rdp_start_time)*(1000000LL/15625LL))/((62500000LL*3/4)/15625LL)) = %lld
(type == M_AUDTASK) || (type == M_GFXTASK) || (type == M_NJPEGTASK) || (type == M_NULTASK)
../sched.c
オーディオタスクをエントリしました
グラフタスクをエントリしました
sc->curRSPTask->list.t.type != M_AUDTASK
../sched.c
%08d:osSpTaskYield
sc->pending_swapbuffer1
../sched.c
sc->pending_swapbuffer2
../sched.c
sc->pending_swapbuffer1
../sched.c
sc->curRSPTask == NULL
../sched.c
%08d:osSpTaskStartGo(%08x) %s
AUDIO
GRAPH
OTHER
[YIELD B]
EN sc:%08x sp:%08x dp:%08x state:%x
%08d:scHandleRetrace %08x
%08x %08x %08x %d
sc->curRSPTask
../sched.c
RSP DONE %d %d
[YIELDED]
[NOT YIELDED]
SP sc:%08x sp:%08x dp:%08x state:%x
sc->curRDPTask
../sched.c
sc->curRDPTask->list.t.type == M_GFXTASK
../sched.c
DP sc:%08x sp:%08x dp:%08x state:%x
osScKickEntryMsg
%08d:待機中
%08d:ENTRY_MSG
%08d:RSP_DONE_MSG
%08d:RDP_DONE_MSG
this

Speed Meter Strings

../speed_meter.c
../speed_meter.c
../speed_meter.c
[31m
../speed_meter.c
this->maxval = %d
../speed_meter.c
../speed_meter.c
8Mバイト以上のメモリが搭載されています
RAM 8M mode (N64DD対応)
このバージョンのマージンは %dK バイトです
RAM4M mode
../sys_cfb.c
システムが使用する最終アドレスは %08x です
フレームバッファのアドレスは %08x と %08x です

Sort

[43;30m
Math3D_lineVsPosSuisenCross():直線の長さがありません
cross = pos を返します。
[43;30m
Math3DLengthPlaneAndPos():法線size がゼロ近いです%f %f %f
[43;30m
Math3DSignedLengthPlaneAndPos():法線size がゼロ近いです%f %f %f
oF


../sys_matrix.c
Matrix_now >= Matrix_stack
../sys_matrix.c
%s %d: [%s] =
/ %12.6f %12.6f %12.6f %12.6f \
| %12.6f %12.6f %12.6f %12.6f |
| %12.6f %12.6f %12.6f %12.6f |
\ %12.6f %12.6f %12.6f %12.6f /


[31m
**** Freeze!! ****
this
../irqmgr.c
../irqmgr.c
msgQ
../irqmgr.c
this
../irqmgr.c
../irqmgr.c
[41;37mirqmgr_SendMesgForClient:メッセージキューがあふれています mq=%08x cnt=%d
[41;37mirqmgr_JamMesgForClient:メッセージキューがあふれています mq=%08x cnt=%d
irqmgr.c: PRENMIから0.5秒経過
スタックは大丈夫みたいです
[31m
スタックがオーバーフローしたか危険な状態です
早々にスタックサイズを増やすか、スタックを消費しないようにしてください
osAfterPreNMIが %d を返しました!?
IRQマネージャスレッド実行開始
PRE_NMI_MSG
スケジューラ:PRE_NMIメッセージを受信
PRENMI450_MSG
スケジューラ:PRENMI450メッセージを受信
PRENMI480_MSG
スケジューラ:PRENMI480メッセージを受信
PRENMI500_MSG
スケジューラ:PRENMI500メッセージを受信
irqmgr.c:予期しないメッセージを受け取りました(%08x)
IRQマネージャスレッド実行終了
this
../irqmgr.c
stack
../irqmgr.c
%s: %u バイトの%sに失敗しました
%s: %u バイトの%sに成功しました
debug_malloc
確保
debug_malloc_DEBUG
確保
debug_malloc_r
確保
debug_malloc_r_DEBUG
確保
debug_realloc
再確保
debug_realloc_DEBUG
再確保
debug_calloc
確保
ゼルダヒープ表示
Interrupt
TLB modification
TLB exception on load
TLB exception on store
Address error on load
Address error on store
Bus error on inst.
Bus error on data
System call exception
Breakpoint exception
Reserved instruction
Coprocessor unusable
Arithmetic overflow
Trap exception
Virtual coherency on inst.
Floating point exception
Watchpoint exception
Virtual coherency on data
Unimplemented operation
Invalid operation
Division by zero
Overflow
Underflow
Inexact operation
[41;37mfault_AddClient: %08x は既にリスト中にある
[41;37mfault_RemoveClient: %08x リスト不整合です
[41;37mfault_AddressConverterAddClient: %08x は既にリスト中にある
[41;37mfault_AddressConverterRemoveClient: %08x は既にリスト中にある
F%02d:%14.7e 
F%02d:  %08x(16) 
F%02d:%14.7e 
F%02d:  %08x(16) 
FPCSR:%08xH 
(%s)
FPCSR:%08xH  
(%s)
THREAD:%d (%d:%s)
PC:%08xH SR:%08xH VA:%08xH
AT:%08xH V0:%08xH V1:%08xH
A0:%08xH A1:%08xH A2:%08xH
A3:%08xH T0:%08xH T1:%08xH
T2:%08xH T3:%08xH T4:%08xH
T5:%08xH T6:%08xH T7:%08xH
S0:%08xH S1:%08xH S2:%08xH
S3:%08xH S4:%08xH S5:%08xH
S6:%08xH S7:%08xH T8:%08xH
T9:%08xH GP:%08xH SP:%08xH
S8:%08xH RA:%08xH LO:%08xH
THREAD ID:%d (%d:%s)
PC:%08xH   SR:%08xH   VA:%08xH
AT:%08xH   V0:%08xH   V1:%08xH
A0:%08xH   A1:%08xH   A2:%08xH
A3:%08xH   T0:%08xH   T1:%08xH
T2:%08xH   T3:%08xH   T4:%08xH
T5:%08xH   T6:%08xH   T7:%08xH
S0:%08xH   S1:%08xH   S2:%08xH
S3:%08xH   S4:%08xH   S5:%08xH
S6:%08xH   S7:%08xH   T8:%08xH
T9:%08xH   GP:%08xH   SP:%08xH
S8:%08xH   RA:%08xH   LO:%08xH
[37mKeyWaitB (LRZ 
[37m上
[33m下 
[33m上
[37m下 
[37m左
[33m左 
[33m右
[37m右 
[32mB
[34mA
[31mSTART
[37m)
[37mKeyWaitB'(LR左
[33m右 +
[31mSTART
[37m)
%s %08x
PrintDump
%06x
%08x
Dump
SP       PC       (VPC)
%08x %08x
 -> %08x
STACK TRACE
SP       PC       (VPC)
%08x %08x
 -> %08x
8CallBack (%d) %08x %08x %08x
フォルトマネージャ:OS_EVENT_CPU_BREAKを受信しました
フォルトマネージャ:OS_EVENT_FAULTを受信しました
フォルトマネージャ:不明なメッセージを受信しました
__osGetCurrFaultedThread()=%08x
FindFaultedThread()=%08x
STACK TRACE
    CONGRATURATIONS!    
All Pages are displayed.
       THANK YOU!       
 You are great debugger!
fault
HungUp on Thread %d
(NULL)
(NULL)
HungUp on Thread %d
(NULL)
(NULL)
HungUp %s:%d


[3%dm
[4%dm
[%d;%dH
G_ZBUFFER
G_TEXTURE_ENABLE
G_SHADE
G_SHADING_SMOOTH
G_CULL_FRONT
G_CULL_BACK
G_FOG
G_LIGHTING
G_TEXTURE_GEN
G_TEXTURE_GEN_LINEAR
G_LOD
G_MTX_PROJECTION
G_MTX_MODELVIEW
G_MTX_LOAD
G_MTX_MUL
G_MTX_PUSH
G_MTX_NOPUSH
COMBINED
TEXEL0
TEXEL1
PRIMITIVE
SHADE
ENVIRONMENT
CENTER
SCALE
NOISE
COMBINED_ALPHA
TEXEL0_ALPHA
TEXEL1_ALPHA
PRIMITIVE_ALPHA
SHADE_ALPHA
ENV_ALPHA
LOD_FRACTION
PRIM_LOD_FRAC
LOD_FRACTION
COMBINED
TEXEL0
TEXEL1
PRIMITIVE
SHADE
ENVIRONMENT
PRIM_LOD_FRAC
マイクロコードが一致しなかった
AA_EN
Z_CMP
Z_UPD
IM_RD
CLR_ON_CVG
CVG_DST_CLAMP
CVG_DST_WRAP
CVG_DST_FULL
CVG_DST_SAVE
ZMODE_OPA
ZMODE_INTER
ZMODE_XLU
ZMODE_DEC
CVG_X_ALPHA
ALPHA_CVG_SEL
FORCE_BL
G_BL_CLR_IN
G_BL_CLR_MEM
G_BL_CLR_BL
G_BL_CLR_FOG
G_BL_A_IN
G_BL_A_FOG
G_BL_A_SHADE
G_BL_0
G_BL_CLR_IN
G_BL_CLR_MEM
G_BL_CLR_BL
G_BL_CLR_FOG
G_BL_1MA
G_BL_A_MEM
G_BL_1
G_BL_0
GBL_c1(%s, %s, %s, %s)|
GBL_c2(%s, %s, %s, %s)
{{%6d, %6d, %6d, %d, %6d, %6d, %3d, %3d, %3d, %3d}}, /* vc%d */
{{%6d, %6d, %6d, %d, %6d, %6d, %3d, %3d, %3d, %3d}}, /* vn%d */
%08x:
%08x-%08x:
gsSPNoOp(),
gsSPDisplayList(0x%08x),
gsSPBranchList(0x%08x),
RDPHALF_1(0x%08x),
gsSPTextureRectangle(%d,%d,%d,%d,%d,%d,%d,%d,%d),
gsSPLoadUcode(0x%08x, 0x%08x),
gsSPLoadUcodeEx(0x%08x, 0x%08x, 0x%05x),
gsSPEndDisplayList(),
gsDPSetTile(%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d),
### TileSyncが必要です。
gsDPLoadTile(%d,%d,%d,%d,%d),
gsDPLoadBlock(%d,%d,%d,%d,%d),
### LoadSyncが必要です。
gsDPSetTileSize(%d,%d,%d,%d,%d),
gsDPLoadTLUTCmd(%d,%d),
gsDPSetCombineLERP(%s,%s,%s,%s, %s,%s,%s,%s, %s,%s,%s,%s, %s,%s,%s,%s),
### PipeSyncが必要です。
SetAlphaDither
G_AD_PATTERN
G_AD_NOTPATTERN
G_AD_NOISE
G_AD_DISABLE
SetColorDither
G_CD_MAGICSQ
G_CD_BAYER
G_CD_NOISE
SetCombineKey
G_CK_NONE
G_CK_KEY
SetTextureConvert
G_TC_CONV
G_TC_FILTCONV
G_TC_FILT
SetTextureFilter
G_TF_POINT
G_TF_AVERAGE
G_TF_BILERP
SetTextureLUT
G_TT_NONE
G_TT_RGBA16
G_TT_IA16
SetTextureLOD
G_TL_TILE
G_TL_LOD
SetTextureDetail
G_TD_CLAMP
G_TD_SHARPEN
G_TD_DETAIL
SetTexturePersp
G_TP_PERSP
G_TP_NONE
SetCycleType
G_CYC_1CYCLE
G_CYC_2CYCLE
G_CYC_COPY
G_CYC_FILL
SetColorDither
G_CD_MAGICSQ
G_CD_BAYER
G_CD_NOISE
PipelineMode
G_PM_1PRIMITIVE
G_PM_NPRIMITIVE
gsDP%s(%s),
gsSPSetOtherModeH(%d, %d, 0x%08x),
### PipeSyncが必要です。
gsDPSetAlphaCompare
G_AC_NONE
G_AC_THRESHOLD
G_AC_DITHER
gsDPSetDepthSource
G_ZS_PIXEL
G_ZS_PRIM
gsDPSetRenderBlender(
gsDP%s(%s),
gsSPSetOtherModeL(%d, %d, 0x%08x),
### PipeSyncが必要です。
gsDPSetOtherMode(0x%08x, 0x%08x),
### PipeSyncが必要です。
G_SC_NON_INTERLACE
G_SC_ODD_INTERLACE
G_SC_EVEN_INTERLACE
gsDPSetScissorFrac(%s, %d, %d, %d, %d),
gsDPSetScissor(%s, %d, %d, %d, %d),
gsDPFillRectangle(%d, %d, %d, %d),
gsDPSetColorImage(G_IM_FMT_%s, G_IM_SIZ_%s, %d, 0x%08x(0x%08x) ),
RGBA
### PipeSyncが必要です。
gsDPSetDepthImage(0x%08x(0x%08x)),
### PipeSyncが必要です。
gsDPSetTextureImage(G_IM_FMT_%s, G_IM_SIZ_%s, %d, 0x%08x(0x%08x)),
RGBA
gsDPSetEnvColor(%d, %d, %d, %d),
### PipeSyncが必要です。
gsDPSetBlendColor(%d, %d, %d, %d),
### PipeSyncが必要です。
gsDPSetFogColor(%d, %d, %d, %d),
### PipeSyncが必要です。
gsDPSetFillColor(0x%08x),
### PipeSyncが必要です。
gsDPSetPrimDepth(%d, %d),
### PipeSyncが必要です。
gsDPSetPrimColor(%d, %d, %d, %d, %d, %d),
gsDPFullSync(),
### PipeSyncが必要です。
gsDPTileSync(),
gsDPPipeSync(),
gsDPLoadSync(),
gsDPNoOp(),
gsDPNoOpTag(%08x),
count_gsDPNoOpHere([%s:%d]),
count_gsDPNoOpOpenDisp([%s:%d]),
count_gsDPNoOpCloseDisp([%s:%d]),
count_gsDPNoOpString(%c%s%c, %d),
count_gsDPNoOpWord(0x%08x, %d),
count_gsDPNoOpFloat(%8.3f, %d),
count_gsDPNoOpQuiet(),
count_gsDPNoOpVerbose(),
count_gsDPNoOpCallBack(%08x,%d),
gsDPNoOpTag3(%02x, %08x, %04x),
gsSPMatrix(0x%08x(%08x), 0
/ %04x.%04x %04x.%04x %04x.%04x %.04x.%04x \/ %12.6f %12.6f %12.6f %12.6f \
| %04x.%04x %04x.%04x %04x.%04x %.04x.%04x || %12.6f %12.6f %12.6f %12.6f |
| %04x.%04x %04x.%04x %04x.%04x %.04x.%04x || %12.6f %12.6f %12.6f %12.6f |
\ %04x.%04x %04x.%04x %04x.%04x %.04x.%04x /\ %12.6f %12.6f %12.6f %12.6f /
gsSPVertex(0x%08x(0x%08x), %d, %d),
gsSPModifyVertex(%d, %s, %08x),
G_MWO_POINT_RGBA
G_MWO_POINT_ST
G_MWO_POINT_XYSCREEN
G_MWO_POINT_ZSCREEN
G_MWO_POINT_????
gsSP1Triangle(%d, %d, %d),
gsSPLine3D(%d, %d),
gsSPLineW3D(%d, %d, %d),
gsSP2Triangles(%d, %d, %d, 0, %d, %d, %d, 0),
gsSP1Quadrangle(%d, %d, %d, %d, 0),
gsSPCullDisplayList(%d, %d),
gsSPBranchLessZraw(0x%08x(0x%08x), %d, 0x%08x),
gsSPTexture(%d, %d, %d, %d, %s),
G_ON
G_OFF
gsSPTextureL(%d, %d, %d, %d, %d, %s),
G_ON
G_OFF
gsSPPopMatrix(G_MTX_MODELVIEW),
gsSPPopMatrixN(G_MTX_MODELVIEW, %d),
gsSPLoadGeometryMode(
gsSPClearGeometryMode(
gsSPSetGeometryMode(
gsSPGeometryMode(
gsSPSegment(%d, 0x%08x),
gsSPClipRatio(FRUSTRATIO_%d), 
gsSPNumLights(%d), 
gsSPLightColor(%d, %d), 
gsSPFogFactor(%d, %d),
gsSPPerspNormalize(%d),
gsMoveWd(%d, %d, %d), 
gsSPViewport(0x%08x(0x%08x)),
	# vscale=[%d %d %d %d], 
vtrans=[%d %d %d %d] 
gsSPForceMatrix(0x%08x),
gsSPLookAtX(0x%08x),
gsSPLookAtY(0x%08x),
gsSPLight(0x%08x,%d),
gsMoveMem(0x%08x, %d, %d, %d),
AnyDisplayList(),
gsSPBgRectCopy(0x%08x(0x%08x)),
gsSPBgRect1Cyc(0x%08x(0x%08x)),
gsSPObjSprite(0x%08x(0x%08x)),
gsSPObjRectangle(0x%08x(0x%08x)),
gsSPObjRectangleR(0x%08x(0x%08x)),
RDPHALF_0(0x%02x, 0x%08x, 0x%04x),
gsSPObjMatrix(0x%08x(0x%08x)),
gsSPObjSubMatrix(0x%08x(0x%08x)),
gsSPObjLoadTxtr(0x%08x(0x%08x)),
gsSPObjLoadTxSprite(0x%08x(0x%08x)),
gsSPObjLoadTxRect(0x%08x(0x%08x)),
gsSPObjLoadTxRectR(0x%08x(0x%08x)),
gsSPSelectDL(0x%08x, %d, 0x%08x, 0x%08x),
gsSPSelectBranchDL(0x%08x, %d, 0x%08x, 0x%08x),
gsSPSegment(%d, 0x%08x),
gsSPSetStatus(0x%08x, 0x%08x),
gsMoveWd(%d, %d, %d), 
gsSPObjRenderMode(0x%08x),
AnyDisplayList(),

SUPERDMA
FastCopy
FastCopy
SLOWCOPY
BGCOPY

Audio Debugger Strings

AUDIO : Ocarina Control Assign Normal
AUDIO : Ocarina Control Assign Custom
Presss NA_KEY_D4 %08x
Presss NA_KEY_F4 %08x
Presss NA_KEY_A4 %08x
Presss NA_KEY_B4 %08x
Presss NA_KEY_D5 %08x
Audio Debug Mode
- %s -
Audio ScrPrt
%04X
BGM CANCEL:%s
SE MUTE:%s
PUSH CONT-4 A-BTN
SE HANDLE:%s
%02x %04x %02x %08x
Seq 0  : %2x
Seq 1  : %2x
SE HD  : %2x %s
SE No. :%3x
S-Out  : %2x %s
BGM Ent: %2x
Spec   : %2x
Na Snd : %2x
Cam Wt : %s
Lnk Wt : %s
SE Ent : %2x
%s <%d>
%2X %5d %5d %5d %02X %04X %04X
FF ----- ----- ----- -- ---- ----
%2X %5d %5d %5d %3d %3d %04X
FF ----- ----- ----- --- --- ----
%2X %5d %5d %5d %3d %3d %04X
FF ----- ----- ----- --- --- ----
%2X %04X
FF ----
Swicth  : %d
Lines   : %d
Color   : %d
%s  : %d
%s    : %d
ENVRONM : %d
%s   : %d
%s  : %d
%s : %d
%s    : %d
SEQ ENT : %d
SWAP OFF
%04x %04x %s
Group Track:%d
Sub Track  :%d
TRK NO. 
ENTRY   
MUTE    
OPENNOTE
%2d,%2d
VOL     
E VOL   
BANK ID 
PROG    
PAN    
PANPOW  
FXMIX   
PRIO    
VIB PIT 
VIB DEP 
TUNE    
TUNE    
%02X 
TOTAL  %d
DRIVER %05X / %05X
AT-SEQ %02X-%02X (%05X-%05X / %05X)
AT-BNK %02X-%02X (%05X-%05X / %05X)
ST-SEQ %02Xseqs  (%05X / %06X)
%02x
ST-BNK %02Xbanks (%05X / %06X)
%02x
E-MEM  %05X / %05X
BGM No.    %02X
SCENE SET  %02X %s
NEXT SCENE %02X %s
NOW SCENE  %02X %s
NOW BLOCK  %02X
PORT
%02X %02X %02X %02X
%02X %02X %02X %02X
SEQ INFO  : %2d %02x %d
PLAY INFO : %2d %02x %d
8note REC POINTER : %08x
%02x
OCA:%02x SEQ:%04x PLAY:%02x REC:%02x
SE HD  : %02x %s
SE No. : %02x
       : %04x
SE SW    %s
SE PR  : %02x
env_fx %d code_fx %d SPEC %d
SOUND GAME FRAME NOW %f
SOUND GAME FRAME MAX %f
SWITCH BGM MODE %d %d %d (FLAG %d)
ENEMY DIST %f VOL %3d
GANON DIST VOL %3d
DEMO FLAG %d
MARON BGM DIST %f
NATURE FAILED %01x
SARIA BGM PTR %08x
POLI %d(%d)
Middle Boss BGM Start not stack

Sort

gfxprint_open:2重オープンです
osSpGetStatus=%08x: 
HALT 
BROKE 
DMA_BUSY 
DMA_FULL 
IO_FULL 
SSTEP 
INTR_BREAK 
YIELD 
YIELDED 
TASKDONE 
SIG3 
SIG4 
SIG5 
SIG6 
SIG7 
osDpGetStatus=%08x:
XBUS_DMEM_DMA 
FREEZE 
FLUSH 
START_GCLK 
TMEM_BUSY 
PIPE_BUSY 
CMD_BUSY 
CBUF_READY 
DMA_BUSY 
END_VALID 
START_VALID 
../loadfragment2.c
OVL:SPEC(%08x-%08x) REAL(%08x-%08x) OFFSET(%08x)
../mtxuty-cvt.c
../mtxuty-cvt.c
../mtxuty-cvt.c
../mtxuty-cvt.c
DoRelocation(%08x, %08x, %08x)
text=%08x, data=%08x, rodata=%08x, bss=%08x
%02d %08x %08x %08x 
 %08x %08x %08x %08x
ダイナミックリンクファンクションのロードを開始します
TEXT,DATA,RODATA+relをDMA転送します(%08x-%08x)
TEXT(%08x), DATA(%08x), RODATA(%08x), BSS(%08x)
リロケーションします
BSS領域をクリアします(%08x-%08x)
REL領域をクリアします(%08x-%08x)
ダイナミックリンクファンクションのロードを終了します


%s: %u バイトの%sに失敗しました
%s: %u バイトの%sに成功しました
malloc
確保
malloc_DEBUG
確保
malloc_r
確保
malloc_r_DEBUG
確保
realloc
再確保
realloc_DEBUG
再確保
calloc
確保
システムヒープ表示
[41;37m緊急事態!メモリリーク発見! (block=%08x)
[41;37m緊急事態!メモリリーク発見! (block=%08x)
[41;37m緊急事態!メモリリーク検出! (block=%08x s=%08x e=%08x p=%08x)
[41;37m__osFree:不正解放(%08x)
[41;37m__osFree:二重解放(%08x)
[41;37m__osFree:確保時と違う方法で解放しようとした (%08x:%08x)
[41;37m__osFree:不正解放(%08x) [%s:%d ]
[41;37m__osFree:二重解放(%08x) [%s:%d ]
[41;37m__osFree:確保時と違う方法で解放しようとした (%08x:%08x)
__osRealloc(%08x, %d)
メモリブロックサイズが変わらないためなにもしません
現メモリブロックの後ろにフリーブロックがあるので結合します
新たにメモリブロックを確保して内容を移動します
現メモリブロックの後ろのフリーブロックを大きくしました
現メモリブロックの後ろにフリーブロックがないので生成します
フリーブロック生成するだけの空きがありません
アリーナは初期化されていません
アリーナの内容 (0x%08x)
メモリブロック範囲 status サイズ  [時刻  s ms us ns: TID:src:行]
%08x-%08x%c %s %08x
空き
確保
 [%016llu:%2d:%s:%d]
**NULL**
%08x Block Invalid
確保ブロックサイズの合計 0x%08x バイト
空きブロックサイズの合計 0x%08x バイト
最大空きブロックサイズ   0x%08x バイト
ARENA INFO (0x%08x)
Arena is uninitalized
Memory Block Region status size
%08x-%08x%c %s %08x
%08x Block Invalid
Total Alloc Block Size  %08x
Total Free Block Size   %08x
Largest Free Block Size %08x
アリーナの内容をチェックしています... (%08x)
[41;37mおおっと!! (%08x %08x)
アリーナはまだ、いけそうです

PAL Message Strings

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: What is Item 24? What is Item 32-0?
Japanese English Notes
メッセージが,見つかった!!! = %x (data=%x) (data0=%x) (data1=%x) (data2=%x) (data3=%x) Message found!!! = %x (data=%x) (data0=%x) (data1=%x) (data2=%x) (data3=%x)
メッセージが,見つかった!!! = %x (data=%x) (data0=%x) (data1=%x) (data2=%x) (data3=%x) Message found!!! = %x (data=%x) (data0=%x) (data1=%x) (data2=%x) (data3=%x)
メッセージが,見つからなかった!!! = %x Message not found!!! = %x
メッセージが,見つかった!!! = %x (data=%x) (data0=%x) (data1=%x) (data2=%x) (data3=%x) Message found!!! = %x (data=%x) (data0=%x) (data1=%x) (data2=%x) (data3=%x)
録音開始 録音開始 録音開始 録音開始 -> Recording Start / Recording Start / Recording Start / Recording Start ->
録音再生 録音再生 録音再生 録音再生 -> Recording Playback / Recording Playback / Recording Playback / Recording Playback ->
8音録音開始 8音録音開始 8音録音開始 -> 8 Note Recording Start / 8 Note Recording Start / 8 Note Recording Start ->
8音再生 8音再生 8音再生 -> 8 Note Playback / 8 Note Playback / 8 Note Playback ->
輪唱開始 輪唱開始 輪唱開始 輪唱開始 -> Musical Round Start / Musical Round Start / Musical Round Start / Musical Round Start ->
カエルの合唱 カエルの合唱 -> Frog Chorus / Frog Chorus ->
オカリナ(%d) Ocarina(%d)
000000000000 -> 000000000000 ->
111111111111 -> 111111111111 ->
222222222222 -> 222222222222 ->
msg_mode=%d msg_mode=%d
タイマー (%x) (%x) Timer (%x) (%x)
合計wct=%x(%d) Total wct=%x(%d)
サウンド(SE) Sound (SFX)
../z_message_PAL.c ../z_message_PAL.c
アイテム32-0 Item 32-0
../z_message_PAL.c ../z_message_PAL.c
アイテム24=%d (%d) {%d} Item 24=%d (%d) {%d}
JJ=%d JJ=%d
NZ_NEXTMSG=%x, %x, %x NZ_NEXTMSG=%x, %x, %x
名前 = Name =
EVENTタイマー = EVENT TIMER =
流鏑馬スコア = %d Horseback Archery Score = %d
金スタ合計数 = %d Total Gold Skulltula Tokens = %d
%x(%x) %x(%x)
釣り堀魚サイズ = Fishing Pond Fish Size =
%x(%x) %x(%x)
ランキング=%d Ranking=%d
HI_SCORE( kanfont->mbuff.nes_mes_buf[message->rdp] & 0xff000000 ) = %x HI_SCORE( kanfont->mbuff.nes_mes_buf[message->rdp] & 0xff000000 ) = %x
score=%d score=%d
ゼルダ時間 = Zelda Time =
ITEM_NO=(%d) (%d) ITEM_NO=(%d) (%d)
../z_message_PAL.c ../z_message_PAL.c
../z_message_PAL.c ../z_message_PAL.c
NZ_TIMER_END (key_off_flag=%d) NZ_TIMER_END (key_off_flag=%d)
NZ_BGM (key_off_flag=%d) NZ_BGM (key_off_flag=%d)
[33m [33m
???????????????? z_message.c ?????????????????? ???????????????? z_message.c ??????????????????
../z_message_PAL.c ../z_message_PAL.c
../z_message_PAL.c ../z_message_PAL.c
../z_message_PAL.c ../z_message_PAL.c
../z_message_PAL.c ../z_message_PAL.c
吹き出し種類=%d Text Box Type=%d
../z_message_PAL.c ../z_message_PAL.c
[34m [34m
めっせーじ=%x(%d) Message=%x(%d)
[32m [32m
めっせーじ=%x message->msg_data Message=%x message->msg_data
[32m [32m
ocarina_check_bit[%d]=%x ocarina_check_bit[%d]=%x
ocarina_bit = %x ocarina_bit = %x
[31m☆☆☆☆☆ オカリナ番号=%d(%d) ☆☆☆☆☆ [31m☆☆☆☆☆ Ocarina Number=%d(%d) ☆☆☆☆☆
ocarina_set 000000000000000000 = %d ocarina_set 000000000000000000 = %d
222222222 222222222
333333333 333333333
オカリナモード = %d (%x) Ocarina Mode = %d (%x)
演奏開始 Music Performance Start
?????録音再生 録音再生 録音再生 録音再生 -> ?????Recording Playback / Recording Playback / Recording Playback / Recording Playback ->
台上演奏 On Stage Performance
Na_StartOcarinaSinglePlayCheck2( message->ocarina_no ); Na_StartOcarinaSinglePlayCheck2( message->ocarina_no );
演奏チェック=%d Performance Check=%d
locate=%d onpu_pt=%d locate=%d note_pt=%d
Ocarina_Flog 正解模範演奏=%x Ocarina_Frog Correct Example Performance=%x
Ocarina_Flog 正解模範演奏=%x Ocarina_Frog Correct Example Performance=%x
Ocarina_Free 正解模範演奏=%x Ocarina_Free Correct Example Performance=%x
正解模範演奏=%x Correct Example Performance=%x
ここここここ kokokokokoko
キャンセル Cancel
[32m [32m
Na_StopOcarinaMode(); Na_StopOcarinaMode();
Na_StopOcarinaMode(); Na_StopOcarinaMode();
Na_StopOcarinaMode(); Na_StopOcarinaMode();
ocarina_no=%d 選曲=%d ocarina_no=%d Song Chosen=%d
模範演奏=%x Example Performance=%x
[33m [33m
☆☆☆ocarina=%d message->ocarina_no=%d ☆☆☆ocarina=%d message->ocarina_no=%d
[33m [33m
Ocarina_PC_Wind=%d(%d) ☆☆☆ Ocarina_PC_Wind=%d(%d) ☆☆☆
[32m [32m
Ocarina_C_Wind=%d(%d) ☆☆☆ Ocarina_C_Wind=%d(%d) ☆☆☆
→ OCARINA_MODE=%d → OCARINA_MODE=%d
onpu_buff[%d]=%x note_buff[%d]=%x
M_OCARINA20 : ocarina_no=%x status=%x M_OCARINA20 : ocarina_no=%x status=%x
[33m [33m
z_message.c 取得メロディ=%d z_message.c Melody Acquired=%d
案山子録音 初期化 Scarecrow Recording Initialization
onpu_pt=%d, locate=%d note_pt=%d, locate=%d
入力ボタン【%d】=%d Button Entered【%d】=%d
録音終了!!!!!!!!! message->info->status=%d Recording complete!!!!!!!!! message->info->status=%d
aaaaaaaaaaaaaa aaaaaaaaaaaaaa
録音終了!!!!!!!!!録音終了 Recording complete!!!!!!!!!Recording Complete
[33m [33m
============================================== ==============================================
%d, %d,
============================================== ==============================================
status=%d (%d) status=%d (%d)
bbbbbbbbbbb bbbbbbbbbbb
8音録音OK! 8 Note Recording OK!
[33m [33m
============================================== ==============================================
%d, %d,
============================================== ==============================================
すでに存在する曲吹いた!!! Played an existing song!!!
cccccccccccc cccccccccccc
輪唱失敗!!!!!!!!! Musical round failed!!!!!!!!!
輪唱成功!!!!!!!!! Musical round succeeded!!!!!!!!!
../z_message_PAL.c ../z_message_PAL.c
../z_message_PAL.c ../z_message_PAL.c
MESSAGE MESSAGE
../z_message_PAL.c ../z_message_PAL.c
../z_message_PAL.c ../z_message_PAL.c
msgno=%d msgno=%d
メッセージが,見つかった!!! = %x Message found!!! = %x
dxpos=%d dypos=%d dypos1 dypos2=%d dxpos=%d dypos=%d dypos1 dypos2=%d
message->msg_disp_type=%x message->msg_disp_type=%x
OCARINA_MODE=%d -> OCARINA_MODE=%d ->
InRaceSeq=%d(%d) OCARINA_MODE=%d --> InRaceSeq=%d(%d) OCARINA_MODE=%d -->
OCARINA_MODE=%d OCARINA_MODE=%d
select=%d select=%d
[32m [32m
day_time=%x active_camera=%d day_time=%x active_camera=%d
== day_time=%x == day_time=%x
OCARINA_MODE=%d chk_ocarina_no=%d OCARINA_MODE=%d chk_ocarina_no=%d

Construct Strings

常駐PARAMETERセグメント=%x
../z_construct.c
parameter->parameterSegment=%x
parameter->parameterSegment != NULL
../z_construct.c
../z_construct.c
../z_construct.c
DOアクション テクスチャ初期=%x
parameter->do_actionSegment=%x
parameter->do_actionSegment != NULL
../z_construct.c
../z_construct.c
../z_construct.c
../z_construct.c
アイコンアイテム テクスチャ初期=%x
parameter->icon_itemSegment=%x
parameter->icon_itemSegment != NULL
../z_construct.c
Register_Item[%x, %x, %x, %x]
../z_construct.c
../z_construct.c
../z_construct.c
../z_construct.c
../z_construct.c
EVENT=%d
restart_flag=%d
タイマー停止!!!!!!!!!!!!!!!!!!!!!  = %d
PARAMETER領域=%x
../z_construct.c
message->fukidashiSegment=%x
吹き出しgame_alloc=%x
message->fukidashiSegment != NULL
../z_construct.c